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Thursday, 12 December 2013

No Drag!

Although i'm technically still sleep deprived, compared to the last 2 days i'm pretty great. Even if i again only slept for about 6 hours, that 6 hours counted more than yesterday's 6 as i was less sleep deprived last night than i was 2 nights ago...

I know some developers use something called "devtime" to track their progress, maybe i should look into that, it might be useful.

Anyways.. checklist...
Templates: Racial, Deity, Historical/Figuritive, Character(WIP)
Continents: Done
Major Races: Done
Monsters: Minor Races
Factions: Done(I hadn't designed much of them yet anyways)
Items: Not Done
Skills: Done
Stats: Done
Attributes: Done (Perks are in too, its just that there are no perks :/)
Systems: Not Done
Lore: Partial
Characters: Done (only characters on wikia are the gods, but i have some more chars in articy)
External Documents: NSFW - Skills

Ok so to narrow it down....

Templates: None New
Monsters: Categorized (Certain NPC types too)
Items: Partial (NSFW items done)
Systems: Leveling System (70-80% done)
Spells: Not Done
Lore: Not Done
Classes/Presets: Not Done
Professions/Jobs: Not Done
External Documents: Most


Wow, i wasn't imagining it, i did really do A LOT yesterday, so i added some more specific and maybe even less important things to this list, namely spells,. classes & professions. Also one nice thing Articy: draft has is the notes system, i've got a nice personal list of to-do's there :)

I improved my "color coding" on the skills & attributes first thing today. Might not sound so important but it really might become extremely important later on...

I added the NSFW items, a relief to be sure, i had forgotten about them but luckily i write every idea i get down. By now after digging up some more items this game (at least in design documents) has more sex-related items than any other game i ever recall playing, pretty cool :D How many of them will make it into the game remains to be seen, especially all these bondage items...

I made categories (folders basically) for all the various monster types and ecrtain npc tpyes (i.e. bandits, guards, customers (customers for if you're running a shop or brothel or something), rapists...)

Next i reached a difficult choice... "Spells" or "Monsters", i can only do one at a time... But then i realized that both of these thigns require me to have some sort of system in place, monsters need levels to be balanced with, and well.. spells do too! so i added some more "external documents" instead for the time being...

But eventually i reached my "leveling system" document :/

oof... it's time isn't it? scary huh? mathematics was never my strongest point (although not weakest either)

Allright, lets fucking do it =_= I'll feel better afterwards.

So i decided to do something a bit different from other games, i never liked how games punish you for going outside the box, for example if you max out smithing in skyrim and hit level 20, you're leveled to level 20 and all the monsters will be too hard for you to kill.

This is roughly what i came up with, the percentage mens how much it counts to the level of the major skill.

Level Types:


COMBAT LEVEL:

    Offense 35%
    Defense 30%
    Magic 35%

CREATIVE LEVEL:
    Alchemy & Enchanting 25%
    Crafting 25%
    Slavery 25%
    Security 25%

SOCIAL LEVEL:
    Social 50%
    Sex 50%

POWER LEVEL: (The true level)
    Combat Level 50%
    Creative Level 35%
    Social Level 15%

This way the level of the player can be valued differently depending on his actual fighting capabilities and his ability to craft or interact with NPCs so there wont be an imbalance in the leveled creature system if the player has been focusing on social skills exclusively.

Skill Level System:


OFFENSE:
    One-Handed 5%
    Two-Handed 5%
    Ranged 20%
    Blade 14%
    Blunt & Axe 14%
    Extended 14%
    Martial Arts 14%
    Staff 14%

DEFENSE:
    Heavy Armor 10%
    Light Armor 10%
    Unarmored 10%
    Block 20%
    Parry 20%
    Evade 15%
    Counter 15%

MAGIC:
    Destruction 20%
    Conjuration 10%
    Illusion 10%
    Alteration 10%
    Restoration 15%
    Mental 15%
    Summoning 15%
    Shapeshifting 5%
 

ALCHEMY & ENCHANTING:
    Mixing 35%
    Purification 15%
    Enchanting 35%
    Disenchanting 15%

CRAFTING:
    Smithing 40%
    Sewing 40%
    Enhancements 20%

SECURITY:
    Sneaking 30%
    Pickpocketing 30%
    Lockpicking 40%
    Security 0% (Untrainable)

SLAVERY:
    Capture 50%
    Teach 20%
    Train 30%

SOCIAL:
    Persuasion 10%
    Intimidation 10%
    Seduction 40%
    Business Sense 10% <- Haggling
    Leadership 30%

SEX:
    Intercourse 20%
    Outercourse 15%
    Oral 15%
    Anal 20%
    Bondage 30%

That's looking pretty cool i think. now i just need to (sometime when i'm not tired) finalize the percentages i.e. make sure that i didn't make any mistakes...

But what i've got left now is to balance attribute and perk points per level... hmm... then the most important part, balancing the stats! i'll take a shower while i think about that...

Thought about it. In the end, attributes must be based on the "Power Level" and the stats must be based on the attributes and (partially) the power level. Some of the stats also get influenced by a skill (for example the "Dominance" stat is based off the leadership skill.)

Well anyways here's another high level list i made

Major Skill Level Up = Unlock Perks

Specialization Skill Level Up = Unlock Perks

Combat, Creative & Social Level Up = 1x Perk Point

Power Level Up = ?x Attribute Points

Killing Monsters = Free Experience Points (World of Tanks style)

Basically:
Exp -> Specialization -> Major Skill -> Sub-Level -> Power Level
Note: Free Exp is something that can be converted into Exp for any skill, Exp is automatically distributed for all skills when you use them.

See how clever i am? I have the "You have earned Experience!" thing everybody loves in a free exp system, i have the "Skills level as you use them" system that i loved ever since i played morrowind, and i have a pretty new system i don't think i've seen before where you have 4 levels (i.e. 1 primary level and 3 secondary levels).

Why make such a complicated system you ask? Because i'm not lazy like all the other game devs have become since 2000!!! that's why! You think i don't know Bethesda? you simplify your games because you're lazy bastards!!

Now all i have left is (still) balancing the attribute points system and then finally the stats.

Now for the attributes balancing to work lets see...

At power level 100 i want the player to be able to have all attributes at 100 too except for one (That 1 is assumed to be Luck)

So i need to decide how much of base attributes each race will get, i'm thinking 210... yeah, 210 points that the race will automatically distribute (i.e. 30 per attribute, Luck not included)

Now i'm distributing these 210 points for each (major)race to see how i like it....

I need to decide a focus for the major races...

Demon = Man & Int
Fae = Int & Dex
Fel'du = Agi & Dex
Garax = Str, Vit & Agi
Human = N/A (They evenly distribute all points)
Sikruf = Will & Dex
Undead = None

Ok, i must be able to do better

Demon = Int, Man, Vit <- Social, Sex, Int Magic, Slavery
Fae = Will, Dex <- Will Magic, Alchemy & Enchanting
Fel'du = Agi, Dex  <- Security & Offense
Garax = Str, Vit, Agi <- Offense, Defense, Security
Human = N/A <- N/A (They evenly distribute all points)
Sikruf = Dex, Str <- Crafting, Offense, Defense
Undead = N/A <- N/A

Well that was better but now it got me thinking about how wizardry 8 went about things like this and i remember.

They distributed an "X" amount of points for the player into certain attributes the race excelled at, but left the remaining attributes at "0" so the player could distribute the remaining points by themselves. But the problem is that i don't have a class system like they do :/ but i think i'll throw the player an extra 40 points (to turn 210 into 250) to spend although not in the way that they please, i.e. there will be a cap for every attribute at 60 so they can't start out too powerful... Yeah that sounds like fun. Then to prevent them from leveling an attribute too fast i can simply limit the amount of points they can spend on one attribute per level so say you could only spend 3 points on an attribute per level, you'd need to be level 13 to max out one attribute. if it's 2, then 20. If i'm going with this system, i'll need 450 total attribute points at level 100, that's 4.5 per level, so every other level the player would get an extra attribute point (i.e. at lv 1 he gets 4 points, at lv 2 he gets 5) oh i know...

I'll limit the attribute points one can spend on an attribute depending on the attributes level. so at low levels you can put all 5 points into them but at high levels you only get to put one at a time... Lets see...

Going from 60-100 takes at least 16 levels (15 * 4.5 = 39.5)... i don't need to limit that! i worked so hard on some formulas to limit it because i really wanted it to take at least 15 levels, but nope... Turns out i can just let the player level his attributes to his hearts content... how stupid of me, i make a system that solves the problem on it's own and then i don't even realize it until after i try to solve it by complicating things... :(

one thing i could do is add another 50 points to the racial attributes so that the level up attributes will always be 4 per level... but i think this is interesting in it's own way. It gives the player a lot more power. He gains attribute points slightly faster this way meaning that he gets 450 AP per level instead of 400. This means that every level is a bit more powerful than otherwise, but it actually doesn't because i'll just balance the system around this. (That's the beauty of crafting the level system from A-Z during the concept stages, savs me a lot of potential headaches and gives me great control over the difficulty curve before i even dive into the real design)

I think i've earned my sleep, but the weather seems to think otherwise, it's gonna be a coooooooooold night.

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