[project1dev] Re: Skill Tree Basic Example

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 27 May 2010 11:44:33 -0700

I only approve of summoning bears if they can turn into zombie bears.

On Thu, May 27, 2010 at 11:43 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> I never mentioned where the attackers or defenders came from, I just
> tossed them all under a general "populace" category to show they're
> people, rather than a usable skillset. Summoning sounds like a pretty
> rad idea though, and I can come up with some ideas for that (zombies a
> problem? summon some bears!).
>
> Skill points/trees/paths, etc, all depend on how involved you want the
> gameplay, just keep in mind more depth = replayability, but more
> complex and time consuming to do.  From a design perspective it is
> infinitely more fun, but from an artist/coder standpoint, probably the
> opposite because of all the work involved. :P
>
>
> On Thu, May 27, 2010 at 2:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> > Good thoughts (:
> >
> > so yeah... we have to know how many skill points a player gets each
> level,
> > and then we also need to know how many levels a player can achieve in our
> > game, which means we need to know how many levels there are and how big
> they
> > are - and whether skills can increase your population maximum, but then
> we'd
> > need to know what skills there are.  AHHHHH!
> >
> > hehe... how about we just decide "the player will be able to get a
> maximum
> > of 50 skill points by the end of the game" and we start designing the
> trees
> > based on that?
> >
> > We'll set up the population leveling amounts to make that a true
> statement.
> >
> > If we are going to have 5-10 levels that might give you an idea of how
> fast
> > the character will be able to get skill points.
> >
> > We wont be able to write everything in stone yet because as the game goes
> on
> > we'll need to rebalance things or add new skills, but i think this would
> be
> > a good way to be able to start working on this stuff.
> >
> > Did you see the (very small) list of skill tree ideas in the design
> > brainstorm section?
> >
> > For the attackers / defenders, I think they should be summoned units vs
> them
> > being part of your regular population but so far the other things seem
> > pretty good.
> >
> > Do you wanna be the overworld skill tree man? (:
> >
> >
> > On Thu, May 27, 2010 at 11:19 AM, Nick Klotz <roracsenshi@xxxxxxxxx>
> wrote:
> >>
> >> Here is a very basic example for some skill trees.  Obviously the
> >> finished product could be FAR more involved with dozens of skillsets
> >> and hundreds of skills possible, as well as unique properieties for
> >> each.There are also several different ways we can go about going up
> >> the tree.  One way is to make it linear in each of the branches, that
> >> is: You start at the bottom of each major branch and work your way up
> >> to the top.
> >> The other way is to go webbed, that is, open a lot of skillsets early
> >> on, ie: opening Elemental would unlock Lightning, Earth, Water, Wind,
> >> etc ,and allow the player to move up each branch as they best see fit.
> >> A third way is to make it so you have to get a combination of
> >> skillsets to unlock a new skillset, IE: unlocking lightning would
> >> require you unlock water and air first.
> >>
> >> The other decision is: when the player goes up a level, do they unlock
> >> multiple skill points each level, is it a set amount or random, and if
> >> so, how much do we 'charge' togo up a level in the tree?  The other
> >> way is to say, "here is one point per level, have fun, ie:
> >> borderlands.
> >>
> >>
> >> Elemental
> >> Lightning
> >> Standard Bolt Standard bolt, needs high accuracy, does normal damage
> >> Homing Homes in on closest available target (possible able to make it
> >> target specifc monster type, or monster with highest HP)
> >> Branching Hits an enemy then branches out to damage nearby targets.
> >> Does less initial damage than Standard Bolt but much better for
> >> swarms.
> >> Earth
> >> Boulder Launches a standard boulder at target, other uses could be to
> >> destroy barriers.
> >> Upheavel Sudden violent upwards motion of the ground, great against
> >> standard ground targets.
> >> Earthquake Don't use this in Haiti.
> >> Tech
> >> Populace
> >> Builders Makes builders more efficient, decrease build/repair times
> >> Defenders Increases skill of defenders
> >> Offenders Increases skill of raiding parties
> >> Masonry
> >> Masons Increase building resistance to regular damage
> >> Specialist Increase building resistance to elemental and terrain damage
> >> Warfare
> >> Armory Increase defense of all populace types, possibly unlock or
> >> upgrade player armor and defenses
> >> Weaponry Increases offenses of offenders and defenders, possibly
> >> unlock or upgrade player physical offense types
> >> Siege Creates ability for populace to have siege weapons for defending
> >> and attacking
> >>
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> >> Project 1 website: http://project1.demofox.org
> >> Project 1 SVN repository: http://pyotek.com/project1
> >
> >
>
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