So far so good I think Details still need to be fleshed out and thats probably where a lot of discussion will happen i think. For instance when you talk about burrowed creatures etc we obviously don't know if we are even going to have any yet. (chicken and egg problem...) But overall from a high overview POV, i think its a good plan so far (: On Thu, Jun 24, 2010 at 4:17 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Okay, let me know if this has addressed any of your concerns. Actually, > this goes for everybody, because I could use a little input with it all as > well. > Each Elemental branch has a unique element, each of the elements have same > of the same basic similarities, example: All will provide a basic elemental > attack for basic damage (each one will have unique properties that will set > it apart from other elements however). > > Keep in mind for the moment these are rough draft ideas that I've been > cooking up, and have not fully fleshed out yet. > Example of some purposeful skills > Earth. Earthquake, minor damage, knocks down enemies, possibly slows > movement for a short period (ground, burrowed [greater damage to burrowed > creatures]) > Wind. Gust/Tornado, minor damage, slows down movement for a short period > (ground + air) > > I proposed the thought of elemental combination, I haven't decided yet if > it should be a hidden talent where you can find a book or something, (or a > series of books that will allow you to combine higher levels of elements, eg > book 1 says you can combine elements up to level 3, second book will take > you to level 7) > > Fire + Wind. Firestorm, great damage, slows down movement for an extended > period, possibly knock down enemies (ground, air, water) > > In the end, my goal is to create 5 useful, yet functionally different skill > sets that have some of the same type of attacks so that going up one does > not necessarily limit what you can do, and have enough differences that > going up to master a specific element will provide a different kind of feel > for your character (water will be the only element to offer solid healing > spells, fire may have something to gain health from your enemies, earth may > have something to gain mana from enemies). > > I'm not trying to say anybody is wrong, merely provided more insight as to > what my overall goal with this aspect of the design is so that everybody has > a better understanding, and thus can continue to provide necessary and > welcome feedback. (: > > > On Thu, Jun 24, 2010 at 12:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> 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. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >>> >> >