Handling Bonus Points on Level‐Up - wwestlake/Labyrinth GitHub Wiki

2. Handling Bonus Points on Level-Up

Common Methods for Allocating Bonus Points:

  1. Fixed Points Per Level:

    • Description: Upon leveling up, players receive a fixed number of points that they can allocate to their character's stats. This is simple and gives players a sense of control over their character’s development.
    • Example: Gaining 5 points per level, which can be allocated to stats like Strength, Dexterity, Intelligence, etc.
  2. Variable Points Based on Level or Class:

    • Description: The number of points earned per level can vary depending on the character’s class or the current level. For instance, higher levels might grant more points, or different classes might receive different amounts.
    • Example: A Warrior might gain 7 points per level, while a Mage might gain 5.
  3. Stat-Specific Points:

    • Description: Instead of receiving generic points, players might receive points specifically tied to certain stats (e.g., Strength Points, Intelligence Points). This can guide character development while still allowing for some customization.
    • Example: Upon leveling up, a character receives 3 Strength Points and 2 Dexterity Points.
  4. Milestone-Based Rewards:

    • Description: Characters receive bonus points at certain milestone levels (e.g., every 5th level). This can create anticipation and a sense of achievement when reaching milestones.
    • Example: At level 5, the player gets 10 bonus points instead of the usual 5.
  5. Randomized or Dynamic Allocation:

    • Description: Bonus points might be randomized within a certain range or dynamically awarded based on actions or achievements during the previous level.
    • Example: Based on performance, a player might earn between 3 to 8 bonus points when leveling up.

Permanent Stat Improvement:

  • Point Allocation: Players typically allocate points to permanently improve their stats, such as Strength or Intelligence, upon leveling up. This allows for long-term character progression and customization.
  • Cap or Diminishing Returns: Some games implement a cap or diminishing returns on how much a single stat can be improved through bonus points, ensuring balanced gameplay and preventing a single stat from becoming overpowered.