On upgrading systems that takes time?

What is the best approach to implement an upgrading system in a mobile game game that takes time to complete?
You know, that popular upgrading system in every mobile game now, level 1 takes 30 sec, level 2 takes 1 min and so on.

I probably don’t have anything significant to say, except I’m not sure there’s any “best” way. There are different ways used by different games to different effects.

Examine the effects of the ways you’ve seen it implemented and decide which effect you want for your game (and from that, which way it needs to be).

It depends on your game. With a small number of levels, you might want the values to build quickly. For example the square of the level multiplied by a constant. If you have a large number of levels, you might want something that doesn’t get so big so quickly, such as adding 10% to the gap each level.

Should I use like a server or something to store every player’s upgrading data or to store it on mobile? Is there free servers for this?

Not really, if you want to make a mobile game like this then be prepared to spend some cash. I’d make sure you actually know how to make it first, make a local prototype first

If you don’t use a server, all someone has to do to bypass the time limit is set their phone’s clock ahead, or edit their save file (Unity PlayerPrefs are rather easy to edit on mobile). You can get a free server here, it doesn’t really start charging until you really need it:

Note that it’s not like a special game-oriented server or anything, you need to do it all yourself, but it’s not really hard to have your game write to a file stored on the server, and then read from it.

1 Like

@DreamPower Can I use google play cloud save service with json instead of a server?