cut84li4e 0 Posted March 8, 2014 So in my game I feel like letting my players have the freedom to craft their character how they want, I realize that this would be a little difficult to balance in the ways of stats and abilities, like for instance what if the first few areas don't have many or any magic spells to acquire but they have plenty of melee related abilities and my player doesn't want to play as melee. I think it shouldn't be to hard to balance this kind of thing, I'v got a few ideas in mind on how to work this in with a nice balance. Really I just want to know peoples opinions on class-less characters, granted the character has a "class" but i'v just named it Player and given it the ability to equip anything and have Special/Magic. I want my game to be more about freedom, customization and exploration so I feel that this would compliment it well if I can pull it off correctly. Share this post Link to post Share on other sites
Zombull 0 Posted March 8, 2014 (edited) I'm a big fan of class-less systems, but yes they are tough to balance. Not just in power, but in offering interesting, compelling gameplay no matter which direction the player chooses to progress. Consider games like Dungeon Siege where you can choose to wield magic or weapons right from the start. The magic route gives you access to a dozen different spells while the sword just lets you hit things. Meh. Edited March 8, 2014 by Zombull Share this post Link to post Share on other sites
HumanNinja 144 Posted March 8, 2014 Sounds good. Maybe you could let the player choose which attributes to increase on level up. Also, use variables along with stat increases to give options in game progression to match how the player is building their character. Share this post Link to post Share on other sites
cut84li4e 0 Posted March 9, 2014 Sounds good. Maybe you could let the player choose which attributes to increase on level up. Also, use variables along with stat increases to give options in game progression to match how the player is building their character. Uh, any chance you could tell me or point me in the direction of how to do that? hehe... Been googling such a thing for a little while now but I can't find any answers that seem like what you suggested. Share this post Link to post Share on other sites
HumanNinja 144 Posted March 9, 2014 (edited) TDS stat distribution is a script that lets you distribute stats by using items. its in the script list Edited March 9, 2014 by HumanNinja Share this post Link to post Share on other sites
Spectre 829 Posted March 9, 2014 I can't quite point you to the actual scripts or mechanics, but I think this link ought to give a few ideas for a class-less skill tree. Basically, extensive customization regardless of class or playstyle, and while the gameplay is functionally classless, you can opt for a certain degree of specialization by altering your skill build at will. You could opt for a system where you can specialize in certain types of skills, but at the expense of everything else - you can build the same character into a glass cannon or tank, but only one at a time. Share this post Link to post Share on other sites
cut84li4e 0 Posted March 9, 2014 I can't quite point you to the actual scripts or mechanics, but I think this link ought to give a few ideas for a class-less skill tree. Basically, extensive customization regardless of class or playstyle, and while the gameplay is functionally classless, you can opt for a certain degree of specialization by altering your skill build at will. You could opt for a system where you can specialize in certain types of skills, but at the expense of everything else - you can build the same character into a glass cannon or tank, but only one at a time. I'v played some path of exile, quite the insane skill tree they devised. These things will surely give me some good ideas, thanks. TDS stat distribution is a script that lets you distribute stats by using items. its in the script list Ahhh. Alright, i'll check that out, thanks a bunch. Share this post Link to post Share on other sites
randomness5555 1 Posted March 12, 2014 I know-How about the Move Manual system from the Inazuma 11 Games: In those games, using the manual would teach the user a skill. They also had some skills that they had by default. This would be fairly easy to execute-BUT-If you then had each type of skill with it's own level-IE LV1 magic, LV2 magic, LV1 swords ect you could let the player choose, and leave them responsible for the leveling and getting the balence right, as long as the skills themselves were balenced well enough. I could go on, but this should be enough to give you an Idea. Also, I now have to use this in my own game. Curse you brain! Share this post Link to post Share on other sites