-
Notifications
You must be signed in to change notification settings - Fork 1
Level Progression
Progression is a core aspect of the RPG's gameplay. Players choose a class at level 1 and gain additional abilities and subclasses as they gain levels.
The following chart provides an overview of the level progression.
Level | Rewards | Level | Rewards | Level | Rewards |
---|---|---|---|---|---|
- | - | 15 | Secondary class, QFT | 30 | Tertiary Class, QFT |
1 | Primary class, QFT | 16 | QFT | 31 | QFT |
2 | QFT | 17 | QFT | 32 | QFT |
3 | QFT | 18 | QFT | 33 | QFT |
4 | QFT | 19 | QFT | 34 | QFT |
5 | Ability choice, QFT | 20 | Ability choice, QFT | 35 | Ability choice, QFT |
6 | QFT | 21 | QFT | 36 | QFT |
7 | QFT | 22 | QFT | 37 | QFT |
8 | QFT | 23 | QFT | 38 | QFT |
9 | QFT | 24 | QFT | 39 | QFT |
10 | Ability choice, QFT | 25 | Ability choice, QFT | 40 | Ability choice, QFT |
11 | QFT | 26 | QFT | ||
12 | QFT | 27 | QFT | ||
13 | QFT | 28 | QFT | ||
14 | QFT | 29 | QFT |
QFT = Quackers, Flappers, Tappers (see below)
Players gain experience as they progress through the game world. This could be in any of the following ways and more:
- Killing enemies
- Finding an explorer point
- Completing quest objectives
- Skill checks
Experience brings the player closer to the next level and is visible both on the character information screen and XP bar on the HUD.
At every level up, the player chooses from one of three upgrade paths; quackers, flappers and tappers. These values influence core stats, exact details to be determined. Every time the player chooses a given option, the corresponding stats for that option increase by a set amount.
Every 5 levels between class choices, the player gets to choose a new ability. This could be in the form of:
- Primary modifiers (fireball split, larger fireballs, etc)
- Secondary abilities (firewall, teleport, shower of arrows, etc)
- Base stat modifiers (chunky bonus to health, critical chance, 50% of your health becomes mana, etc)
The selection of ability options is based on the class and subclass choices of the player. The list includes 2 options based on the class and 1 option for each subclass, up to a total of 4 options to choose from by the time the player reaches level 35. The options in the list are static and specific to the level they are offered and the class/subclass they are associated with.
For example, a player with the Rogue class and Assassin secondary class taking level 20 would have 3 options to pick from: two level 20 Rogue abilities, and one level 20 Assassin ability.
A rough sketch of the ability choice and class selection can be found here:
At level 1, players choose their core class. Secondary and tertiary classes are chosen at levels 15 and 30 respectively. These choices determine the ability options at further level-ups, as well as granting major bonuses when selected.
The VGDC rpg is currently in early development stages. All the information in this wiki is subject to change.
Join us on Discord to get involved.
> Home
> Our Team
> Milestone 1: αω plasmashark
Setup
> Merge Conflicts
> Using GitHub
Tools
> Behaviour Trees
Character
> Level Progression
> Alignment
> Inventory
Gameplay
> Gameplay Loop
> Combat
> Quests
> Items
> Dialogue
Art
> Art Style
> Thematic Decisions
> UI
Music + Sound
> Inspiration Board
Story
> Prologue