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. >> >> >