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