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 > >> > >> Project 1 Dev mailing list > >> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > >> Project 1 website: http://project1.demofox.org > >> Project 1 SVN repository: http://pyotek.com/project1 > > > > > > Project 1 Dev mailing list > to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > Project 1 website: http://project1.demofox.org > Project 1 SVN repository: http://pyotek.com/project1 >