[project1dev] Re: Skill Tree Basic Example

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 27 May 2010 11:36:08 -0700

There's going to be different skills with different effects for first and
third person

Also when you level up you get points to spend on first person trees and
points to spend on third person trees.  They are separate so you don't have
to choose to be good at one game mode vs the other.

Also, at the beginning of each level (whether its first person or third
person) you'll be able to re-distribute your skill points.  ONLY at the
beginning of the level though, not during.

That's the plan anyhow, if anyone brings up any good reasons why thats not a
good idea we can of course change it

On Thu, May 27, 2010 at 11:33 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> Same skills, same effects, I'm guessing.
> Though I see potential problems with quake, wind ,and other skills
> that result in mass effects.
>
> On Thu, May 27, 2010 at 2:31 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> > A good starting point.
> >
> > Would first person and overhead have different skills or would the same
> > skill have different effects or?
> >
> > 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
> >
> >
>
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