#I m working on a game where the player s

1 messages · Page 1 of 1 (latest)

worn arrow
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have you considered implementing diminishing returns into your stats and attributes? Also If you haven't created a spreadsheet that can list and store all your RNG and items and stats / leveling that might be helpful configuring your min and max ranges as well as specific items. Then make a build tool to read your saved spreedsheet which then should generate scriptable objects which are used to control your game systems using stats and items etc..

raw mortar
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Is this something like a rogue-like you guys are developing? If that's case, for every new run just choose a subset of upgrades your player will be presented with. For example, in the first run, the player is presented with upgrades to life steal, damage bonus, and health upgrades, and on the second run, the player will be able to choose upgrades to healing, attack speed, movement upgrades and so on...

worn arrow
raw mortar
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On the other hand, to keep the player from becoming too OP, introduce enemy difficulty scaling. For every upgrade your player gets, increase enemies' hp/attack/speed(or whatever) by some amount

tidal atlas
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I have implemented enemy hp & damage scaling with player level.

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This helped a lot to keep the game balanced.

raw mortar
raw mortar
tidal atlas
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I'm thinking of replacing the available upgrades on weapons, as those same effects are boosted by artifacts, with damage-only upgrades. So instead of having 4 types of upgrades to choose from, a highly upgraded player might only have one upgrade option, damage.

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It would still allow e.g. 5 upgrades per weapon, allowing a level 1 - 5 weapon.

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It would incentivize upgrading via artifacts first (if the opportunity presents), so you can max the damage on your weapons.

tidal atlas
raw mortar
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It is a bit hard to imagine what all these numbers you are giving us mean, but the other person in this chat also gave very decent advise. You need to create a spread sheet, in which you could easily access and control all the ranges/numbers you have in your systems

tidal atlas