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"It's Good for Building Character..."

HeckHound

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So, since I'm in work and I have nothing to do currently, I've decided to have a look at how I'm going to include character development and customisation into the game.

 

First things first though so we're on the same page, I've edited some of the terms in the game:

 

HP Vitality (VIT)

MP Magick (MGK)

TP Energy (NRG)

ATK Strength (STR)

DEF Defense (DEF)

MAT Intellect (INT)

MDEF Dampening (DMP)

AGI Agility (AGI)

 

As it is, Luck isn't a paramater that I'm looking to include in the game. Instead, State application will be guarenteed with the more powerful States having prequisites to balance their effectiveness.

 

Stats

 

When the player levels up, stats will remain the same by default (i.e a L99 player will have the same HP as a L1 player). Instead, players will have a way of customising their stats. Currently, I'm looking at a few methods:

  • Items - A consumable item dropped by mini-bosses in a dungeon that will increase an associated stat (i.e DEF for Earth) by a set amount. This method has the advantage of making the player carefully consider their build as the change is irreversable, as well as thematically fitting in with the game (consuming the essence and attributes of a given element - Earth is Unyielding, Fire is Ferocious, Wind is Agile etc). The disadvantage is that without a cap on how many can be acquired, players would be able to raise all of their stats to the max, which could potentially negate the mechanics of the fight in exchange for overwhelming power.

  • Gear - Through different side tasks in the dungeons, the player is able to acquire gear that increases stats. This method has the advantage of allowing the player to experiment with different stat combinations - and thus combat styles - to see what playstyle they prefer and to finetune their build for encounters.

  • Paramater Bonus Growth by Yanfly - Players choose which gear to equip in order to provide stat increases on level up meaning that they can choose to focus their time into one stat, or develop multiple stats at the same time. Compared to the previous idea, I can control how fast the player progresses and gains stat increases. However, this also has the disadvantage as the first method. Also, as this is a learning exercise, I don't want to rely too much on other people's scripts.

 

Skills

 

There are three main sets of skills in the game:

  • Weapon Skills - These skills will be determined by your weapon type; players with a Longsword will have access to Cleave which hits all enemies for Slashing damage, while those with a Shield and Arming Sword will have access to Sword and Board, a two-hit skill that deals Blunt and Piercing damage. Weapons will also gain skills depending on the user's stats. For example, with the Longsword raising your STR to x will unlock Overwhelming Strike which has x% armour pen, while raising AGI to x will unlock Furious Assault, which cleaves all enemies 3 times.

  • Magick Skills - Most Magick skills utilise the INT stat alongside another stat that is attributed to that element (Fire - Pure INT, Earth - STR). Magick skills cost MGK to cast.

While all players have a few skills from each element, the more powerful skills are only available when you Attune (which also modifies your basic attack). For example, Attuning to Fire will convert your basic Physical/[slashing/Piercing/Blunt] attacks to Fire/Physical/[slashing/Piercing/Blunt] and give you access to Conflaguration. Attunement's are unlocked when you first defeat the boss of a dungeon. While in an Attunement, the player's MGK is drained each turn.

 

However, I'm still deciding whether players can only be in one Attunement at a time or not. Limiting to one Attunement would mean players would think carefully about what they're Attuning to (since it takes a turn to Attune) while allowing multiple Attunements opens up more spells based on a combination of elements (Fire + Water = Ice, for example).
  • Passive Skills - Passive Skills are skills that confer benefits to the player and are automatically on. Unlike other skills these skills, for the most part, have to be leveled to increase their effectiveness. So far I'm working out how players get these skills, and am toying with the idea that players get these skills through:

Equipping a weapon -
Longswords would get Longsword Mastery which increases your damage with Longswords.

Equipping armour
-
Full set of Heavy Armour would get Iron Defence, which reduces Slashing and Piercing Damage as well as AGI; leveling this would reduce the AGI penalty.

Raising Stats
-
Like Weapon Skills, raising INT to x would grant Magick Finesse which would reduce the cost of spells. This skill would increase in effectiveness the higher your INT.

Secret Bosses
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Defeating the [Greater Fire Elemental] would grant Blazing Fury passive, which increases your crit chance while Attuned to Fire.

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