I like the direction Rorac is taking this. On Thu, Jun 24, 2010 at 9:10 AM, Hanaan <designs@xxxxxxxxxxxxxxxx> wrote: > yeah i agree on the replay value. you guys have great reasons for > talents. > > i just dont want us to lose focus of gameplay purpose. In diablo the > purpose was definitely for replayability. you can beat the game long before > level 99. but getting there allows you to max every talent you ever want > for the sake of simply smashing more monsters. it definitely served > diablo's gameplay purpose. plus the meta game of talents tied in with the > meta game of gear set collecting. once you beat the game you spent time > just collecting items. that was the point of diablo at the end of the game. > > gemcraft is very purposeful. the talents allow you to strategize each > map. in the latest flash gemcraft (Cursed Treasure: > http://deadwhale.com/play.php?game=1415), you cannot get the highest score > without maxing some talent trees. its there for replayability and score > topping after you beat the game. > > at the end of god of war they pretty much make sure you max out every > single weapon before beating the final boss. the reason? once you beat him > you just replay the game on a different mode ...with all your abilities back > down to level 1. the purpose in god of war is to feel like a god by the > time you fight zeus. weapon upgrades served that purpose at all costs. no > talent trees, you just decide where to spend your blood orbs as you collect > them. > > so these are just some examples of how we can keep focus on gameplay in our > game while designing our talents. i want to emphasize i think everything > said so far sounds cool and fun! im on board with whatever we do. just > want to make sure we keep eye on our purpose as we design. > > if we have talent trees or just "improve with play" mechanics, what purpose > will they serve in actual gameplay terms as far as beating the game and > overcoming challenges? > > > On 6/24/2010 7:00 AM, Nick Klotz wrote: > > And I don't believe 'specialization' should be a forced choice in the > beginning of the game, hindsight will limit the players ability to choose > what they'd really want. Lightning may sound cool but you may find Earth > being far cooler/more useful at later stages of the game. It should > be determined naturally by the player through use of skills, generally > somebody who wants to specialize will use that elemental skill more often, > and end up dumping their 'insight' points for further progress. > > On Thu, Jun 24, 2010 at 7:59 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > >> The way the trees are being designed now is, it's impossible to max out. >> You can max a skill, but not an entire tree [unless we later decide >> there's a reason for full mastery for regular game play] (Dragon for >> example, if you put every available point into it, you become 2 points short >> of full mastery). >> Maybe second or third playthroughs could allow for complete mastery and in >> return, very difficult enemies? >> >> I believe trees add a ton of depth and reply value to a game where >> otherwise static skill sets can become redundant and give the player less >> goals to achieve. >> >> >> On Thu, Jun 24, 2010 at 2:39 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Heres another wrench to throw in the gears (better earlier than later >>> right??) >>> >>> Another possibility (not saying i think this is best, just throwing it >>> out there) would be that when you start the game you are forced to choose >>> your elemental specialization, and from there you are limited to the single >>> elemental skill tree of your choice, along with the general "town" and >>> "dragon" tree. >>> On Wed, Jun 23, 2010 at 11:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> You bring up an interesting point Hanaan (: >>>> >>>> I like talent trees in some games like... >>>> >>>> * Diablo / WoW - use talent trees to customize your character to be >>>> unlike other characters and be a unique type of fighter. A good way to >>>> make >>>> your character more unique. Kinda adds some replayability cause you can >>>> replay the game with a different type of character, customized your own >>>> way, >>>> and it's a different experience. >>>> >>>> * Gemcraft (flash game) - the talent tree in that game is just how you >>>> get more powerful. You choose what you get stronger at, but you can replay >>>> any level as many times as you want to level up moer and spend more points >>>> in the talent trees til all the skills are maxed out. >>>> >>>> I dont like talent trees in some random flash games because they are >>>> pointless (you dont really have a choice) or in some other games, you are >>>> just going to max everything out in the end anyways so why bother (gemcraft >>>> to a degree but kind of not... also fable 2). >>>> >>>> I kinda pulled adding talent trees outa the air to add more depth to our >>>> game but are they appropriate? Maybe we should talk about their purpose >>>> some in our game (: >>>> >>>> #1 - Do we want talent tress to be there to customize your character to >>>> have a unique game play experience / promote replay? I think this could be >>>> an appropriate use of things. We'd have to design the trees / game with >>>> this in mind up front though so this is a good time to think about it. >>>> >>>> #2 - Do we want to use talent trees as the way of the player choosing >>>> how they get more powerful each level, but in the end they basically max >>>> everything out and become godlike? We could go this way maybe but shrug... >>>> >>>> What do you guys think would be fun / a good way to go for our game? >>>> >>>> On Wed, Jun 23, 2010 at 5:44 PM, Hanaan <designs@xxxxxxxxxxxxxxxx>wrote: >>>> >>>>> very nice ideas guys. >>>>> >>>>> I think the core question is how important are the skills to gameplay. >>>>> if we are aiming to keep it simple, then all the skills should serve a >>>>> direct purpose to gameplay in my opinion, instead of just having a variety >>>>> of skills for skills sake. talent trees are a meta game. whenever >>>>> theres a >>>>> talent tree in a video game it serves as alternate advancement. unless >>>>> this >>>>> is our aim in the game, im not seeing the point in talent trees. >>>>> >>>>> a good example of functional, fun skills in a game is actually god of >>>>> war. comes to mind because ive been playing it lately, hehe :) Kratos >>>>> has >>>>> many different weapons, all with different styles, looks, feels and >>>>> purposes. but every single one has a purpose very important to gameplay. >>>>> you gain new power moves by using weapons basically (killing things) so >>>>> everyone likes that idea already. >>>>> >>>>> im not a huge fan of talent trees unless the point of the game is >>>>> character building. but simple spell improvements/enhancements and such >>>>> can >>>>> be pretty complex even though simple as someone already put it. >>>>> >>>>> >>>>> On 6/23/2010 2:10 PM, Kent Petersen wrote: >>>>> >>>>> Sounds good man. I like where you are going with this. I don't care >>>>> about penetration in particular as much as I was trying to make a point in >>>>> variety being good. I like what I hear. >>>>> >>>>> On Wed, Jun 23, 2010 at 10:25 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>> >>>>>> Each skill will have their own unique properties as well as shared >>>>>> properties, penetration is not 'too much' of a consideration >>>>>> unless there is going to be horde type attacks in the 1st person view, >>>>>> overhead kind of eliminates this variable. >>>>>> >>>>>> Will there be differences between elemental combat skills? Oh hell >>>>>> yea there will be. I will be working on creating a rough skill list over >>>>>> the >>>>>> next week and releasing new information daily. >>>>>> >>>>>> If anyone has any problem viewing the file I uploaded please let me >>>>>> know and I can change the file type to something compatible with what >>>>>> programs you have. (: >>>>>> >>>>>> And as always, if anybody has any other ideas, suggestions, >>>>>> concerns, please voice them! Feedback is the absolute most critical thing >>>>>> during the design and concept phases! >>>>>> >>>>>> >>>>>> On Wed, Jun 23, 2010 at 1:03 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> I like the where you are going with this system. I like how the >>>>>>> skills you use will get better with time. I have always enjoyed that >>>>>>> concept >>>>>>> in games. It makes me want to use my skills more to see how powerful >>>>>>> they >>>>>>> will become. >>>>>>> >>>>>>> Are there going to be specific differences between the elemental >>>>>>> combat skills? For example fireball may have a blast radius while >>>>>>> lightning >>>>>>> penetrates through targets. Or is that going to be more of an insight >>>>>>> thing? >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Tue, Jun 22, 2010 at 5:47 PM, Nick Klotz >>>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Yea, the basic idea of it would be that the basic skills you start >>>>>>>> out with are still very useful and important at the later stages of >>>>>>>> the game >>>>>>>> so its not like, "oh I start with this but why level it when I won't >>>>>>>> use it >>>>>>>> later" >>>>>>>> >>>>>>>> Without getting into the art side of it too much, yes I had >>>>>>>> thoughts of different graphics such as larger fireballs, etc, as the >>>>>>>> skill >>>>>>>> improved, at least as far as the basic "bolt spells" go. >>>>>>>> >>>>>>>> Glad you like the idea, any other input or ideas, and feedback is >>>>>>>> surely welcome. >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Tue, Jun 22, 2010 at 8:41 PM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> you know... the "using a skill to make it better" idea is really >>>>>>>>> awesome... >>>>>>>>> >>>>>>>>> i really like the direction you are going with all this (: >>>>>>>>> >>>>>>>>> what would be really neat too would be if we did something such as >>>>>>>>> at every 10 levels of a skill (could be different for different >>>>>>>>> skills), the >>>>>>>>> graphics of a skill could change too. >>>>>>>>> >>>>>>>>> It's kind of the idea of fire 1, fire 2, fire 3 from final fantasy >>>>>>>>> but itd be the same spell you just get better at it and the visual >>>>>>>>> effects >>>>>>>>> look more awesome. >>>>>>>>> >>>>>>>>> we could do fun stuff too like make a really wimpy spell that if >>>>>>>>> you level it up does a ton of damage to the hardest enemies in the >>>>>>>>> game and >>>>>>>>> that kinda thing. >>>>>>>>> >>>>>>>>> ::high five:: >>>>>>>>> >>>>>>>>> really nice Nick, this is great stuff >>>>>>>>> >>>>>>>>> >>>>>>>>> On Tue, Jun 22, 2010 at 5:36 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> Hey Nick, nice job! >>>>>>>>>> >>>>>>>>>> Im a fan of making it simple too usually and that simple rules can >>>>>>>>>> make for more complex gameplay (ironically!) but i think if done >>>>>>>>>> right, >>>>>>>>>> these different options could make a lot of replay in the game with >>>>>>>>>> people >>>>>>>>>> wanting to try diff methods and play styles. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> "Player would gain 3 points per level to use on the tree, this >>>>>>>>>> model assumes 17 playable areas (9 overworld, 8 first person) and a >>>>>>>>>> potential of 4 total level ups per area, so an assumed max level of >>>>>>>>>> 68" >>>>>>>>>> >>>>>>>>>> Cool deal. If we end up making more levels or less, we should be >>>>>>>>>> able to scale the points per level or # of level ups per level to >>>>>>>>>> stretch or >>>>>>>>>> squish this i think. This is a good starting metric for us to work >>>>>>>>>> towards >>>>>>>>>> but yeah, just pointing out we can adjust if necesary w/o too much >>>>>>>>>> impact on >>>>>>>>>> things (hopefully!) >>>>>>>>>> >>>>>>>>>> I like your idea of making it so the more you use a skill the >>>>>>>>>> better you get at it (and similar skills). Do you think we'd show >>>>>>>>>> someone's >>>>>>>>>> profficiency in a specific skill to them or would it happen behind >>>>>>>>>> the >>>>>>>>>> scenes? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Tue, Jun 22, 2010 at 4:45 PM, Nick Klotz < >>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> So I've been mulling over ideas for skillsets, how they will >>>>>>>>>>> work, various variables, etc, and I've talked to Eric a little >>>>>>>>>>> about balance >>>>>>>>>>> and simplicity vs complicating things just to be complicated, but I >>>>>>>>>>> feel >>>>>>>>>>> complication adds depth. In light of that, I wanted some input, >>>>>>>>>>> because I >>>>>>>>>>> believe that complication adds tremendous depth and replay value if >>>>>>>>>>> its >>>>>>>>>>> simple to the user. >>>>>>>>>>> >>>>>>>>>>> I have in mind a couple dozen skills, along with 8 trainable >>>>>>>>>>> skill trees, with two separate types of level ups for all Elemental >>>>>>>>>>> trees. >>>>>>>>>>> Player would gain 3 points per level to use on the tree, this >>>>>>>>>>> model assumes >>>>>>>>>>> 17 playable areas (9 overworld, 8 first person) and a potential of >>>>>>>>>>> 4 total >>>>>>>>>>> level ups per area, so an assumed max level of 68 (game could be >>>>>>>>>>> playable at >>>>>>>>>>> final stages at much earlier levels for players who decide not to >>>>>>>>>>> go over an >>>>>>>>>>> area several times to gain exp) >>>>>>>>>>> Skill Trees: [Elemental] Fire, Water, Earth, Wind, Lightning >>>>>>>>>>> [Other] Population, Town, Dragon >>>>>>>>>>> >>>>>>>>>>> Insight leveling and combat leveling are combined to figure the >>>>>>>>>>> total overall power, however mastering one skill may not be the most >>>>>>>>>>> beneficial to the player, allowing for these two types provide the >>>>>>>>>>> ability >>>>>>>>>>> to specialize as well as keep the player balanced in other areas. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> [Insight Leveling] >>>>>>>>>>> Skill points sent into the trees via leveling will increase >>>>>>>>>>> overall abilities, and unlock more sub-skill sets, including the >>>>>>>>>>> ability to >>>>>>>>>>> combine skills for devastatingly powerful attacks. There will be >>>>>>>>>>> enough of >>>>>>>>>>> these to insure that spreading out points will not necessarily >>>>>>>>>>> yield any >>>>>>>>>>> advantage or disadvantage over dumping all points into a specific >>>>>>>>>>> skill. >>>>>>>>>>> >>>>>>>>>>> [Combat Leveling] >>>>>>>>>>> Combat leveling is gained via using Elemental skills. Combat >>>>>>>>>>> leveling increases all attributes of all skills under its relative >>>>>>>>>>> element, >>>>>>>>>>> example: >>>>>>>>>>> Max level for any element or skill is hard capped at 50 >>>>>>>>>>> >>>>>>>>>>> Fireball - Skill Name >>>>>>>>>>> Fire - Skill Element >>>>>>>>>>> ManaCost - >>>>>>>>>>> CoolDown - Time in seconds between being able to use the skill >>>>>>>>>>> Speed - Speed the physical attack moves from player to target >>>>>>>>>>> BaseDamage - Damage >>>>>>>>>>> DamageRadius - >>>>>>>>>>> SplashDamage - Damage outside the normal damage radius >>>>>>>>>>> SetOnFire - %Chance to set target on fire causing damage over >>>>>>>>>>> time >>>>>>>>>>> OnFire_Damage - Damage per second target takes >>>>>>>>>>> OnFire_Duration - Time in seconds target will remain on fire >>>>>>>>>>> FireResistance - %Resistance player gains from fire based damage >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> [image: Capture.PNG] >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> If more information is necessary on examples and how this type >>>>>>>>>>> of leveling system will work, please feel free to ask, I have more >>>>>>>>>>> notes, >>>>>>>>>>> and am currently working on more material, but I don't want to get >>>>>>>>>>> too >>>>>>>>>>> involved with this method unless approved. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>>> >>>> >>> >> > >