[project1dev] Re: Skill Tree Basic Example

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 27 May 2010 11:38:15 -0700

oh and also lets just focus on overworld skill trees for now, not worry
about first person at the moment (:

On Thu, May 27, 2010 at 11:37 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> I was picturing WOW style skill trees, but if nick wants to head this up he
> can come up with a way for it to work and propose it to the rest of the
> group to see how people feel about it.
>
>
> On Thu, May 27, 2010 at 11:35 AM, 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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>>>>
>>>
>>>
>>
>

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