Once the experience surpasses the quota for the next level, it will increment our level up one. This behavior will watch for one variable ($experience) to become greater than, or equal to, another variable ($NextLevel). We are basically going to create a character behavior to attach to our main actor, or playable character. Today, we are going to go in depth on the first idea I stated, a classic RPG style level up system. We will cover building a skill tree of that nature in another tutorial here in a few days. This style of character building is more commonly known as role playing (RPG - role playing game).Īnother type of character building would be acquiring experience in one form or another, and then using that to purchase upgraded abilities (Dante's Inferno). That experience usually translates into higher attack power, higher defense, new magical abilities etc. To be concise, when I say character building, I mean that the particular game in question has a built in system where your character accumulates experience. Even first person shooters are beginning to adopt character building principles (think Borderlands). Over the past decade we are seeing more and more games of different genre's dip into the realm of character building. I may be in the mood for it later.Character building is the backbone of every great RPG game ever made.It's not only for RPG's, though. If you want more details on anything, just ask. Of course it's really hard to get anything to work in a laggy game and your character really sometimes just doesn't feel like reacting to key presses. Don't know what causes it, but it leads to another problem: Unresponsive controls. The FPS were everything but stable and in my playthrough and went quite low sometimes. Just take a look at this profiler screenshot: The game starts out fine, but gets really, really laggy the longer you play it. Probably the biggest problem is performance. Some basic platform jumps become more challenging than they should be that way. Sounds like a minor problem, but is actually quite annoying and made me fall down a lot of times during my short playthrough. This means you can't jump in the meantime. When you stand on them while they are moving down, it feels more like you're falling down. The moving platforms really have some problems. You could also add some tweening when spawning in a level or completing a level. You should animated them so that you can see them rising from the ground and sinking back into it. I especially noticed this with the spikes: They just appeared and disappeared without any motion, making it hard to time your jumps. If you don't know what that means: It basically refers to smoother transitions. The game absolutely needs some additional tweening. You might want to consider adding variable jump height, but then again it may not be needed. The physics, that is jump control, work OK. Overally, the gameplay idea is nothing too special, but I guess OK for a school project. Since I don't feel like typing everything again you're only getting the short version for now (and only the things I still remember). I had a really long text in here and it just wiped everything for no reason.
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