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 >>>> >>>> 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 >>>> >>> >>> >> >