Skill system overhaul
Hey all!
So I've had this idea for a long time that I'm going to change the skill system when I start working on the sequel to Ixias. But the more I test my game, the more apparent it becomes that the skill system doesn't only suck, but it sucks massive monkey balls.
So I decided to re-do the entire thing.
Now, it isn't that big of a deal after all. I'll keep most of the skills I've made, and I haven't balanced the game at all yet, so it won't break the entire game.
In the original, the weapons were seperated into two categories: Melee and Bullet.
Melee weapons were effective against the Turinquas (mutants) and Bullet weapons were effective against humans. There were 3 melee weapon types (Sword, Dagger, Spear) and 3 bullet weapon types (Handgun, Machinegun, Sniper Rifle). Each weapon had 10 or so skills, which are learned through AP, that you got from combat. So you had to specialize in weapons, but you couldn't specialize in just one, because there would be both human and turinquas enemies. You could switch weapons in battle to serve the situation.
This all sounds really nice on paper.
But the reality was different. First of all, changing equipment in combat is clunky as hell, and you had to do it for each character if you didn't remember to change weapons before going to a new dungeon where you knew the enemy type would change. Secondly, it's hard to keep track of what skills you've learned in what weapon types on what characters. Thirdly, I kept running into situations where I had used sword, and learned a +Defence skill for it, and had to use it regularly because enemies hit like trucks. Then I went to a new area with human enemies, so in order to use my defence skill, I had to switch to sword, then cast the skill, and then switch back to a weapon that's actually useful.
Also, I have a boss that one-shots the entire group unless you drain its SP away before it gets to use the skill. But what if you haven't learned an SP damaging ability? These are just some of the problems that come with this system. They may work in some game, and they can be refined. But it's just not worth it for this project, I think.
Now, I realise that most of these things are design issues. I could design the game in such a way that these situations wouldn't happen. But reaaally. It doesn't matter. The main character starts the game with a sword. And after you learn the first skill for the sword, why would you ever want to change weapon type again? It's just a pointless hassle.
So I assigned a specific weapon type to each character. Skills are learned through levels (unless I can come up with something better) and both weapon types work on both enemy types.
It's streamlined, yes. But I think this is for the best. My game is complex and deep enough without this system.
I think that was all. Had to get this whole thing off my chest!
Be safe, everyone.
Sinathor OUT!



1 Comment
Recommended Comments