July 6, 2011
I've been thinking about story progression in terms of maps and tile sets.
There are specific tile sets I want to build. Some just because they sound fun, some because I want to cover various elemental themes (sorta wu xing).
Let's say I shoot for 12 tile sets in this game. Alternating between "overworld" and "underworld" areas (almost) where the overworld areas feature a town and the underworld areas feature quest targets and bosses.
Assuming I aim to have about an hour of main-quest content in each tile set, that's a decent 12-hour story with plenty of changes of scenery. There can be side quests and optional maps too. Numbers are minutes:
Also, assuming early levels go by faster than later levels. Approximately:
Conveniently this means the player would be level 12 when on the 12th map. This fits the equipment curve as well (where max level items are about level 14)
Applying time spans to maps, here are the expected creature and treasure levels for each map.
The actual XP amount per level will be adjusted once content is in place. Here's a rough estimate. Currently I'm using XP per kill is the enemy's level. Estimate about 10 kills per minute (assume some downtime dealing with loot etc, and also assume large quest reward xp).
| Level | Minutes | XP to Next | Total XP |
|---|---|---|---|
| 1 | 10 | 100 | 100 |
| 2 | 20 | 400 | 500 |
| 3 | 30 | 900 | 1400 |
| 4 | 40 | 1600 | 3000 |
| 5 | 50 | 2500 | 5500 |
| 6 | 60 | 3600 | 9100 |
| 7 | 70 | 4900 | 14000 |
| 8 | 80 | 6400 | 20400 |
| 9 | 90 | 8100 | 28500 |
| 10 | 100 | 10000 | 38500 |
| 11 | 110 | 12100 | 50600 |
| 12 | 120 | 14400 | 65000 |
| 13 | 130 | 16900 | 81900 |
| 14 | 140 | 19600 | 101500 |
| 15 | 150 | 22500 | 124000 |
| 16 | 160 | 25600 | 149600 |
| 17 | - | - | - |