A good idea for a RPG leveling system?
by Ryan Zec · in Game Design and Creative Issues · 07/30/2003 (11:11 am) · 6 replies
!!This a short less detail version!!
Whill I was working a came up with a idea for a leveling system that would work great for my game. I dont believe that it has be dome before but i want you to know what it is a get some feedback and suggestions that you would like to add on to my idea. I will have to tell you a little stuf that my game will use to understand my leveling system.
SOME BASIC CONCEPTS OF MY GAME:
My game with be based on a Day and Night system (24 hours of games time = 2 hour real life time). The game will take place in a large world (example if i were as to make a landmass as big USA it would take 6 hours to go from coast to coast), with many towns and cities. there will be 1 school per city and around 15-20 cities in total.
MY LEVEL SYSTEM IDEA:
I plan on using The old system of EXP. points and levels from 1-99. at the beginning of the game when the player sets up his char. he will have to option to choose 5-7 school (not yet decide) that he can goto to learn new speels and abilities. Each school will offer different stuff to learn. all schools will have some basic stuff but the high level you ge the more different stuff is from school to school. Now in order for you to be able to learn a new spell or ability you must get scrolls. You can get scrolls in many ways (ie. Gift, Quest, etc...). after you get a scroll you got the school and "enroll" to learn the spell or ability on the scroll. in order to gain access to use the spell or ability outside of the school you must pass a test (a certain situation that will be brought which will take like 10 - 20 min. game time before you when you "enroll" for whatever in on the srcoll)
what do you guysthink about this idea????
Whill I was working a came up with a idea for a leveling system that would work great for my game. I dont believe that it has be dome before but i want you to know what it is a get some feedback and suggestions that you would like to add on to my idea. I will have to tell you a little stuf that my game will use to understand my leveling system.
SOME BASIC CONCEPTS OF MY GAME:
My game with be based on a Day and Night system (24 hours of games time = 2 hour real life time). The game will take place in a large world (example if i were as to make a landmass as big USA it would take 6 hours to go from coast to coast), with many towns and cities. there will be 1 school per city and around 15-20 cities in total.
MY LEVEL SYSTEM IDEA:
I plan on using The old system of EXP. points and levels from 1-99. at the beginning of the game when the player sets up his char. he will have to option to choose 5-7 school (not yet decide) that he can goto to learn new speels and abilities. Each school will offer different stuff to learn. all schools will have some basic stuff but the high level you ge the more different stuff is from school to school. Now in order for you to be able to learn a new spell or ability you must get scrolls. You can get scrolls in many ways (ie. Gift, Quest, etc...). after you get a scroll you got the school and "enroll" to learn the spell or ability on the scroll. in order to gain access to use the spell or ability outside of the school you must pass a test (a certain situation that will be brought which will take like 10 - 20 min. game time before you when you "enroll" for whatever in on the srcoll)
what do you guysthink about this idea????
About the author
#2
07/31/2003 (6:07 pm)
No in my game it might be 1 hour real time for a full day of game time or 2hour real time for a full day in game time
#3
Are you planning to have it like reall life colledges or high schools or is it more like private tutoring? Do you walk in and ask to learn specific spells or do you enroll for a year and learn whatever they have to teach you?
If your plan is like the first one, then you plan really isn't that original, but if your idea is planned like the second one, then yes it is orriginal (besides the Harry Potter game) but it is very restricting. you can't choose your own path, you have to follow what the game tells you to do.
It would also be really boring to have to sit in front of your computer for about 550 hours just to get through a course in the school...
But that's just what i think... if you thing it's going to work go ahead, especially if you have already started making the game.
08/01/2003 (12:10 pm)
I'm not worried about the time syncronization, but more of what the schools will be like. Are you planning to have it like reall life colledges or high schools or is it more like private tutoring? Do you walk in and ask to learn specific spells or do you enroll for a year and learn whatever they have to teach you?
If your plan is like the first one, then you plan really isn't that original, but if your idea is planned like the second one, then yes it is orriginal (besides the Harry Potter game) but it is very restricting. you can't choose your own path, you have to follow what the game tells you to do.
It would also be really boring to have to sit in front of your computer for about 550 hours just to get through a course in the school...
But that's just what i think... if you thing it's going to work go ahead, especially if you have already started making the game.
#4
08/01/2003 (4:05 pm)
Well it would be the second one. I think it would take for 20 -30 min learn a new spell and ability. I dont see how that game would be more restricting than another other game the have classes like diablo becuase you can choose which types of school you can at the beginning on the game.
#5
If the time in the schools is fun for the player, your idea should be fine. But if being in the schools is tedious, the players are going to get fed up and quit playing rather than going through the effort. I suggest that you make the in-school time consist of adventuring in a manner similar to the rest of the game. The only difference would be that your reward for success is a spell.
08/01/2003 (6:11 pm)
I think that when he says "restricting", he means that it takes a while to get a spell, whereas in some other games, you just go to the right guy and say something like, "Here's my money. Give me my spell.". And in other games you just learn your spells automatically.If the time in the schools is fun for the player, your idea should be fine. But if being in the schools is tedious, the players are going to get fed up and quit playing rather than going through the effort. I suggest that you make the in-school time consist of adventuring in a manner similar to the rest of the game. The only difference would be that your reward for success is a spell.
#6
08/01/2003 (6:16 pm)
Yea that is my plan. It will be like you goto the school give them the scrool they tell you about the spell and ability or spell and then you must finish a small quest in order to b
Steve Fletcher
Levelling up works like normal, but you obtain spells by going to particular places (schools), paying them with "scrolls" (which you get somehow), and passing some kind of test (it's unclear whether it's a fight or a puzzle or what).
That's fine. I've seen games like that. The one that comes to mind wasn't much fun, but the spell-gaining stuff wasn't the problem. The game engine was just kind of bad.
I would make the time scale faster if you want to people to notice day changing into night and back. In the game I'm working on I have 1 second real time = 1 minute game time. That's 5 times faster than your game.
In your game, it will take 12 hours for one day to pass. In my opinion, 24 minutes (or even less) would be much better. In some of the games I've played, it only takes about 5 minutes (or so) to go through an entire day.