[project1dev] Re: Skill Tree Basic Example

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 27 May 2010 14:36:21 -0400

Haven't decided on that yet, it's something that will have to be
decided as we progress and figure out a way to balance the system.

On Thu, May 27, 2010 at 2:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> I agree with alan that attackers and defenders should not be based on
> population. Having it based on population would detract players from using
> the skills because it would be like losing experience.
>
> 50 points sounds like a good starting point. Are the trees going to allow
> more than one point into each area? are they going to have different maxes
> per different skills? Like maybe Lightning can have 3 points put into it but
> earthquake only allow 1? Or maybe they all have a max of 3?
>
> On Thu, May 27, 2010 at 11:31 AM, 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 SVN repository: http://pyotek.com/project1
>>
>
>

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