About 32,200 results
Open links in new tab
  1. 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 …

  2. 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), …

  3. 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? …

  4. 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 …

  5. 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 …

  6. 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 …

  7. 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 …

  8. 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 …

  9. 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 …

  10. 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 …