I also adjusted the experience gain based off of a new formula. The new formula helps players level in a manner that the designers wanted originally without disrupting our gameplay in a drastic manner. Because the formula is applied on a per level basis, we can properly adjust for differing variables in the formula.
(average player deaths in one level x 100) + (how many levels we want the players to level up x 100) = total experience allotted per level
The experience change is not the only major change to level design. Enemy health and experience got a pretty big buff. This allows for less enemies to be on screen with a stronger emphasis on last hits, a core game mechanic. Because of these changes, the designers have much more control over total game length and level length.
The last thing I worked on was a layout rough for the website. It still has a long ways to go but the wesite hierarchy is ready to go.
And so continues the grind to completing The Grind.
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