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nibzAU
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Hey all

im design a game and working on the upgrades.. stuck on 2 ideas for upgrades

** you are a mage in the game and its a tower defense type.

in the game you will collect either coins or some magical thing and when you have enough you can purchase upgrades

 

im looking at having upgrades for the Mage such as Hats (giving mana reg)  Robes, giving max mana and then Staves..

the 2 ideas i have are as follows

 

1) You can upgrades the spell damage of your spells Bt only to your maximum Damage which is determined by the staff you have. original staff may be max 25 damage where as 2nd tier might be max 50 dmg and you cannot upgrade your spell past your staff

 

2) you can keep upgrading your spell and Staves give special skills like, fast mana reg, or multi hit or something else

 

im leaning ore towards staff giving abilities cos that sounds fun but thought id ask others

 

thanks

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How about using factor-of-two multipliers?  Spells can upgrade at their own rate, likely linearly.  Staffs multiply the value.  An upgraded Staff is x2 the power of the previous Staff.  The primary benefit is that getting a new staff is likely the most significant upgrade, and reaches across all the Spells / upgrades in an obvious way (i.e. the Player knows what they want to achieve and what happens when they achieve it).  The secondary benefit is that it'll make testing and progression-design easier as there are more discrete "phases" of power.

The approach can also be applied to multiple Weapons.  For example Staff multiplies Healing spells, Armor multiplies Defence spells, Sword multiplies Attack spells and so on.  But probably only do that if the game is leaning towards mid-core rather than casual?

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On 11/5/2019 at 2:46 AM, b10b said:

How about using factor-of-two multipliers?  Spells can upgrade at their own rate, likely linearly.  Staffs multiply the value.  An upgraded Staff is x2 the power of the previous Staff.  The primary benefit is that getting a new staff is likely the most significant upgrade, and reaches across all the Spells / upgrades in an obvious way (i.e. the Player knows what they want to achieve and what happens when they achieve it).  The secondary benefit is that it'll make testing and progression-design easier as there are more discrete "phases" of power.

The approach can also be applied to multiple Weapons.  For example Staff multiplies Healing spells, Armor multiplies Defence spells, Sword multiplies Attack spells and so on.  But probably only do that if the game is leaning towards mid-core rather than casual?

I Like this much better

 

Thanks

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