Sunday, August 9, 2009

Upcomming: In depth game mechanics.

Though many things are likely to change, over the next week I will write several articles detailing the skill system, stats, melee combat, and spells.

Once a game is released, I hope to keep the articles updated to explain the mechanics in detail. Included will be a rough breakdown of every skill, race, attribute, weight penalty, spell, and status effect as they currently stand in the game.

As of right now, there will be 112 spells in total. I have about 20 left to implement. While many of the damage spells are redundant, inevitably so as every caster needs offensive power, there are a huge amount of unique effects in the game. This has been very time consuming, but the final spells should be finished with two exceptions awaiting cursed items and identification very soon.

A great deal of care was given to add symmetry between each spell path and grant each elemental caster the tools necessary to play, while additional providing each element with spells available to non-casters.

Not only are there 112 spells, but spells will scale in level. Area of effect, effect, and damage scaling/type have been used to generate variety. Each caster depending on skill selection should end up with around 8-15 spells they find useful. Skill points will be limited, and gained at level up. Players will have to choose a narrow selection of spells.

However, more variety could be achieved and my goal will be to cut out redundancy to the bare minimum and replace/combine spells. But, frankly at this point having 6-7 spells feel too similar out of 112 isn't bad and I'm out of ideas at the moment.

I'm ready to move on from the spells. Coding the spells/spell effects has been extremely tedious. I'm finding things are not easy or difficult to code, but interesting or tedious.

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