[project1dev] Re: Skill Tree Basic Example

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 27 May 2010 14:43:22 -0400

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

Other related posts: