10-01-2007, 03:52 AM
I really wouldn't recommend the full use of either method. When you are creating a game, or in your case, re-creating a game such as Pokemon, you do not want to have a simple calculation such as William's suggested (x 1.2). What would be the point of having every Pokemon level the same way? That would make it so that the player could just go out and catch any Pokemon, and have to level the hell out of it inorder to dominate in that game's situation. That would also ruin the point of having other Pokemon other than just having a different looking one.
You would want to implement a more sophisticated system of leveling in that kind of situation. You would be better off creating a matrix of levels, so that way you could have the leveling based off of, we will use rarity for example. If you made it so that the pokemon's stat increase for each level based on how hard it would be to capture it would also give more opportunities for game play. Otherwise what incentive would the player have to play further into the game and catch the almighty legendary bad ass Pokemon. If I can remember far enough back it was Mew or something like that. It doesn't have to be just based of rarity, could also be the type of Pokemon, (Rock, Water, Fire, Grass, etc...) possibilities of creating a good leveling algorithm are endless. Just don't be fooled into creating a very simple formula for the "speed", the process of a single sub seems to be so overly dramatised in these forums. Just as long as you make it efficient.
When creating a matrix for the program to reference to allow the correct constants to be input into the calculation you could simply create it as a table. When opening a table, such as with ADO control and an SQL statement. It will not load up the entire table into memory at that single instant. It will pull up the information enough to search tell whether the values currently pulled up are true, if so then put them in your query, if not then try the next record. So if you wanted to create a single stat system for each individual Pokemon it isn't as bad on performance as it looks.
This is just me being in a tired ramble but you can take what ever information in this to use to your advantage. Just remember the one thing that drives every person who plays a game. The goal to get or reach the best level or object in the game. Give your players that chance and good game play along the way, and you will really have something going for you.
Best of luck to you,
Beldame
You would want to implement a more sophisticated system of leveling in that kind of situation. You would be better off creating a matrix of levels, so that way you could have the leveling based off of, we will use rarity for example. If you made it so that the pokemon's stat increase for each level based on how hard it would be to capture it would also give more opportunities for game play. Otherwise what incentive would the player have to play further into the game and catch the almighty legendary bad ass Pokemon. If I can remember far enough back it was Mew or something like that. It doesn't have to be just based of rarity, could also be the type of Pokemon, (Rock, Water, Fire, Grass, etc...) possibilities of creating a good leveling algorithm are endless. Just don't be fooled into creating a very simple formula for the "speed", the process of a single sub seems to be so overly dramatised in these forums. Just as long as you make it efficient.
When creating a matrix for the program to reference to allow the correct constants to be input into the calculation you could simply create it as a table. When opening a table, such as with ADO control and an SQL statement. It will not load up the entire table into memory at that single instant. It will pull up the information enough to search tell whether the values currently pulled up are true, if so then put them in your query, if not then try the next record. So if you wanted to create a single stat system for each individual Pokemon it isn't as bad on performance as it looks.
This is just me being in a tired ramble but you can take what ever information in this to use to your advantage. Just remember the one thing that drives every person who plays a game. The goal to get or reach the best level or object in the game. Give your players that chance and good game play along the way, and you will really have something going for you.
Best of luck to you,
Beldame