The current state of the tech demo so far has basic movement and combat controls, simple landscapes, and two different enemies to fight. Now, I feel like it is time to conceptualize a type of progression system. This Level Up and Progression System will contribute these basic things to the player and the game:
- Provide incentives and rewards for killing enough enemies and earning enough EXP to Level Up.
- Reaching specific EXP goals will “Level Up” the Player. The Level Up will include a boost in stats like Damage Dealt, Max Health and Max Shield increased.
- Reaching enough Levels will cause the enemies in the world to eventually get stronger, with more damage, health, and shields.
Now, in the photo below is a small concept tree on how this progression will look like:

For context, the variables used like A, B, C, X, Y, Z are all hypothetical values used for this concept.
The Player has a bunch of stats that all start at a base level. These stats include:
- Level: X
- Current EXP (How much experience points they are currently holding): Y
- Max EXP (The highest amount of experience points they can hold at their level): Z
- Strength (How strong the players attacks are): A
- Max HP (The highest amount of Health Points they can have): B
- Max Shield (The highest amount of Shield Points they can have): C
When the Player defeats an enemy, the enemy will have a designated amount of EXP they give to the player. When EXP is given, the game will check a condition to see if the Players Current EXP is equal to or exceeds the Max EXP amount. If this condition isn’t true, nothing happens.
If the condition is true, the game will trigger the Level Up for the player. This increase in the Player Level will go up by one, and will each of the players stats by a certain amount. This amount that the stats will increase by is undetermined, and when this EXP feature has a prototype implemented, some multiplier will be implemented.
This concept map alone serves as the foundation towards a progression system for the Player. The other thing that this progression has not yet tackled is how the enemies will scale up. As the Player gets stronger, the Enemies should scale up as well to count for keeping things challenging and up with the Player. The current idea that I have is that the game should have some hidden system, where after the player reaches a certain level, enough enemies have been killed, or some objective is cleared, enemies will also scale up in level. For now, no concept map of this has been conceived.
Expect these concepts to be slowly implemented into the core game soon. Thank you!

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