
mathematics - How to balance experience gain in an RPG - Game ...
Jul 26, 2017 · This extends your formula to exp = (Level ^ c) * minutes_per_combat. The final exp-per-level formula The final formula can now be derived from the two. The experience per …
game design - Algorithm for dynamically calculating a level based …
The formula for @George's example, above level 1, is Experience = 100 * 2^(Level-2), which is exponential. The formula for your progression, above level 1, is Experience = 100^(Level-1), …
How can I come up with a simple diminishing return equation?
Dec 15, 2014 · There are formulas out there for a diminishing return equation; however, those usually involve exponential. What other ways are there for coming up with such an equation? …
java - Exponential EXP Curve | FIXED TIME -> MAX LEVEL - Game ...
Oct 21, 2015 · The general form of an exponential curve like this one is: H = a * r^n + k where: H = total hours to reach level n r = the ratio by which the time increases from one level to the …
RPG Logarithmic leveling formula? - Game Development Stack …
If you want a logarithmic levelling formula that would simply be: Level = Math.max( Math.floor( constA * Math.log( XP + constC ) + constB ), 1 ) For ~10 million XP at level 100 you should …
How to determine the amount of experience needed for leveling up
In this case you might want to develop a formula (like coderanger suggested) that is exponential in some regard. Where the amount of experience required to reach the next level is somehow …
Why is fog in games exponential and has a start distance?
Jan 23, 2017 · Linear blended between a start distance and an end distance. Exponential based on density. Exponential-squared based on density. For example, the documentation for glFog …
RPG level-experience formula - Game Development Stack Exchange
0 The Runescape formula for exp needed to level up is: PREVIOUS Level Xp + PREVIOUS Level Xp * 10% There are more formulas for leveling subskills so it instead of playing with hard to …
Why use Time.deltaTime in Lerping functions?
Oct 3, 2017 · But our exponential easing is non-linear, so just multiplying our sharpness parameter by deltaTime will not give the correct time correction. This will show up as a judder …
mathematics - How do RPGs balance linear damage formulas?
Nov 27, 2015 · Pokemon's damage formula below is a bit more complex but absolute damage growth also decreases on each level. Am I right to think in these games damage increases at …