I have found that a component that I would like to have in many ideas for games would be a skill point system. That is having a way to gain skill points in a game, and then have a way to invest these skill points into upgrades that will then increase stats for various items in the game.
What I have in mind is a system that is a more advanced version of the experience point system that I made a while back. So my skill point system will be more or less then same thing as that, but with maybe one additional public method that can eb used as a way to create values that are based off of level object, and a skill point value.
So in this post I will be writing about another kind of experience point system, but with this additional feature that can be used as a way to create stat values with a level object, and a skill point value from zero to positive infinity. This will not be a post in which I will be going over every little detail when it comes to using a module like this in an actual project though. However I will be going over a simple demo that will make use of it jusy for the sake of getting an idea how this will work as a player levels up in a game.
I have a single utility method that my skill point system uses. This log percent method that I have made in a previous project is a method that I work out that will return a percent value from zero to one based on a given percent value that has the same range. The idea with this method is to just have a way to convert a percent value that normally goes up in a linear way to instead go up in a not so linear way.
I will be suing this method when it comes to working out my expressions for the effect that skill points and a level object have a a stat value.
The apply skill points method takes a level object as the first argument, followed by a skill point value that is the number of skill points that the player wishes to place in a given skill, or upgrade if you prefer. The third and final argument is an options object that can be used to set a base value for a state, alone with maximum values that are effected by level, and skill point value. The product that is returned is then an object with a value of method that will return a value that is to be used as a stat value for something that is effect by all of this.
For now this demo is just a crude yet effective way to visualize what the effect of my apply skill points method is for a range of levels, and what happens when skill points are added, and not added by just playing around with the have coded values in the state object. If I get some more time to work on this I might have a better display for all of this, but it seems like things are working as I would expect thus far.
This skill point system seems to work okay thus far, but I would like to polish things a little more before using it in an actual project. Still I think I have the basic idea that I had in mind working the way that I would like it to, so there is not much more to get done with this beyond maybe working out some different expressions when it comes to setting values.
I have a few projects in the works all ready in which I would like to use a system like this, so in the not to distant future I will likely start using some kind of rendition of this in some projects that I have in the works now. I also am pretty sure that I will likely be suing this in some future projects that I have not even started yet also. So when I get around to it I will likely update this post and link to other posts in which I am using this.