csharp
public record class ExperienceCurveDefinitionHow much experience each level costs.
Remarks
A table and a formula, because a designer wants both. The first twenty levels of any game are hand-tuned and the last eighty are a curve; a library that offered only one of those makes somebody maintain a generated table by hand or wrap a formula around twenty special cases.
⚠ Every member is settable, for the YAML binder's reason — see ModifierDefinition.
Fields and properties (4)
public int MaximumLevelThe highest level anybody reaches.
public List<int> ThresholdsWhat each level costs, from level one upwards. Shorter than the maximum falls through to the formula.
public float BaseWhat level one costs, when the table has run out.
public float GrowthWhat each level multiplies the last by, when the table has run out.
Used by (8)
- ContentVixen.Gameplay.Progression.Tests
- ExperienceCurveVixen.Gameplay.Progression
- ExperienceCurveTestsVixen.Gameplay.Progression.Tests
- ProgressionLibraryVixen.Gameplay.Progression
- ProgressionModuleVixen.Gameplay.Progression
- SectionContentVixen.Live.Gameplay.Tests
- TypeRegistrationVixen.Gameplay.Progression
- Vixen_Gameplay_Progression_ExperienceCurveDefinitionSerializerVixen.Gameplay.Progression