My toe and really whole left foot has been killing me after doing the wii fit for a few days now. I guess the broken toe makes doing the balance board a bad idea, imagine that.
hm...I'm really having a lot of new makers crash on me in this game so far - there has to be a certain part of that caused by resistance to change. I'm carefully considering whether anything should be done about it and what. I want Lifecraft to be easy and as gradual as possible - like braces for your teeth. You wouldn't want an orthodontist to try and straighten your teeth in a couple of weeks, no - you want him to take his time with that - same goes for your life. The better part about changing your life though is that you can slowly crank up the speed, unlike braces. The more ducks you have in a row, the more time you have to line up more. My ultimate goal for Lifecraft is of course to have virtually all my ducks in a row - at least the big ones.
This really tied in with my brewing ideas about changing the XP to Levels ratios. I've been considering making each level increase the xp it takes to get to the next like real RPG's.
But then while thinking about this idea of a more gradual startup then picking up steam I was considering what I'd want them to look like, for exampled graphed with XP over time would look
like a french curve showing that the rate of gaining XP starts off slow but goes up in rate along(XP/day) with total accumulated (Level + XP). Thinking about that made me realize I needed keep the XP per Level flat (it's 10k per) to be able to see what my progress looks like accurately.
So instead of making the level scheme have a curve in it, I'll make it flat and look for the curve I want in the analysis of my past progress. That's the plan - it seemed like a bigger ephiphany back when I first drafted this post last week - too many days in between drafting this and posting it...I have more thoughts on this too, just haven't fully developed them. But I will just post this for now...
like a french curve showing that the rate of gaining XP starts off slow but goes up in rate along(XP/day) with total accumulated (Level + XP). Thinking about that made me realize I needed keep the XP per Level flat (it's 10k per) to be able to see what my progress looks like accurately.So instead of making the level scheme have a curve in it, I'll make it flat and look for the curve I want in the analysis of my past progress. That's the plan - it seemed like a bigger ephiphany back when I first drafted this post last week - too many days in between drafting this and posting it...I have more thoughts on this too, just haven't fully developed them. But I will just post this for now...
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