Week 23, Oh life and your curve balls
12 years ago
Late journal entry engage!
So, this week as I was working on getting the skills for the Adventurer class worked out, I got to thinking. I wanted that class' skill set to be realistic. No flashy spells, or showy sword skills. Just items you'd find in your backpack if you were out camping or exploring a dungeon or something. Then I got to thinking. Well if this class is just using what he finds, what is preventing him from finding an old wand still charged with magic, or that sword that has lightning powers, or that manual on how to fire off a golems rocket arm attachment? Then the gears in my head started turning after I realized I could have equipment grant skills just by having them equipped.
So now after some thought about my original system I was going to have, where the player chooses which path he wanted to go down, I'm now going to go with one class, the Adventurer. Who gets by with whatever he can find. So the jist of it is, all the equipment you find will grant skills to your hero. The stats they boost will reflect the skills granted too. Heavy armour and weapons will give more physical skill sets, and higher strength and HP, while magical items will give magical skills and MP and the like. So you want to be a hulking warrior, wear all that heavy gear! Want to be a caster that nukes stuff? Wear all that robe stuff! Want to be both? Mix and match!
I never really felt the original idea I started with fit. I kept it only because I thought it would be the best fit. Now this idea, feels a lot more fitting to my game. This will change development time, since I am now combining equipment and skills together at once. Whether this will be good or bad...I'm not sure yet. Here's to hoping it makes it all faster ^_^
So, this week as I was working on getting the skills for the Adventurer class worked out, I got to thinking. I wanted that class' skill set to be realistic. No flashy spells, or showy sword skills. Just items you'd find in your backpack if you were out camping or exploring a dungeon or something. Then I got to thinking. Well if this class is just using what he finds, what is preventing him from finding an old wand still charged with magic, or that sword that has lightning powers, or that manual on how to fire off a golems rocket arm attachment? Then the gears in my head started turning after I realized I could have equipment grant skills just by having them equipped.
So now after some thought about my original system I was going to have, where the player chooses which path he wanted to go down, I'm now going to go with one class, the Adventurer. Who gets by with whatever he can find. So the jist of it is, all the equipment you find will grant skills to your hero. The stats they boost will reflect the skills granted too. Heavy armour and weapons will give more physical skill sets, and higher strength and HP, while magical items will give magical skills and MP and the like. So you want to be a hulking warrior, wear all that heavy gear! Want to be a caster that nukes stuff? Wear all that robe stuff! Want to be both? Mix and match!
I never really felt the original idea I started with fit. I kept it only because I thought it would be the best fit. Now this idea, feels a lot more fitting to my game. This will change development time, since I am now combining equipment and skills together at once. Whether this will be good or bad...I'm not sure yet. Here's to hoping it makes it all faster ^_^