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  1. 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), …

  2. How to develop RPG Damage Formulas? - Game Development …

    A formula like this is good if you want a very simple method of estimating damage, or a quick jumping off point for modifying damage based on other factors like skills and elemental …

  3. mathematics - How to balance experience gain in an RPG - Game ...

    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 level is the …

  4. Create player rankings? - Game Development Stack Exchange

    You can also tweak the variables in the Elo formula to make the outcome a single match have more or less impact on a player's score. " K " in that formula is the most a player's score can …

  5. 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 …

  6. Algorithm for creating spheres? - Game Development Stack …

    As you can see, the icosahedron increases in faces at an exponential rate, to a third power! That is because for every triangle, we must subdivide them into three new triangles.

  7. Random number in a range, biased toward the low end of the range

    Feb 18, 2016 · 2 If you have uniformly distributed random numbers, you can use those as the parameter to a mathematical function that has a exponential-like shape, so that most numbers …

  8. Spreadsheets in Game Design? - Game Development Stack Exchange

    So I changed the formula from quadratic to exponential. That fixed it, but now the lower levels only took seconds. Adding a multiplication factor got nice numbers for the lower levels, but levels …

  9. How to convert a number from one min\\max set to another …

    With above two points, we can solve for m and c Once that is done, you get the transform equation. Note this method works for other types of equations too. e.g If you want a …

  10. How do I implement deceleration for the player character?

    As others have noted, the correct formula for deceleration due to dry friction is velocity += constant * dt * -dir( velocity ) where dir(v) returns a vector of unit length pointing in the same …