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Monday, 6 January 2014

@_@

Today i started working immediately after "breakfast". ("breakfast" because i woke up at 1am)

Planned Today(tonight):
Implement items and buffs systems
Create a few perks and the perks system
Testing and finalizing the two above

Actually Done:
Basic targeting system

To Do:
Finalize Hit & Crit Chance system (add code for the use of enemy levels as modifiers. This is easy but has to wait till i can test it)
Create several perks for testing
Test the whole system to prevent crashes and review if i can shorten code or optimize anywhere.
Creating test scenarios with the finished system with player to npc and item interactions.
Making it work in Ren'Py

Now, i'm hoping to be able to use the buffs system for item bonuses.

That is, item skill/stat bonuses will work the same way as magical buffs, only they'll be permanent until you remove them.

Now, to start... perks... or items... perks... or items...

I think i should just bite it and do perks first. I have all the requirements for them anyways.

Wandered off into the steam software section and saw a game engine called Leadwerks, it looks so good i'm almost drooling over it, with that if i have enough budget by the time i start developing Unchained i perhaps could make it 3D from the start :I

So perks,i need to create perks. Easy. Racials.

(Note: The wing bonuses depend on player height)

Faerie Wings - Fall Damage Immunity, Flight (Can move over difficult terrain with ease + Combat use)
Garax Wings - Fall Damage Immunity, Glide (Can glide over trenches)
Demon Wings - Fall Damage Immunity, Short Flight (Can fly short distances only + Combat use)
Gills - Underwater Breathing
Tentacles - Special abilities + Underwater Movement Speed 1.5x
Fish Tail - Tail Rake + Underwater Movement Speed 2x
Nightvision - (Permanent) see in the dark (<- I say permanent because there will be a spell to do it too)
Claws - Fel'du or Garax Claws. Unarmed bonuses
Versatile - +X attribute points + Y perk points (<-Human Only)
Dragon's Breath - Fire Breathing special ability (<-Leveled AoE magic that uses stamina, not mana)
Dragon Scales - AC Bonus (<-Garax perk)

Undead - Immunities vs choking (no breath) and environmental damage(cold) and spells (disease, poison) weakness to anti-undead spells.

Corpse - Immune to body-shape altering items and spells

Elemental Resistances - (Fire, Air, Earth, Water, Electric, Mental, Magic) can be bought with perk pts.
Tough - HP Bonus (Req: Vit X)
Resilience - Stamina Bonus (Req: Vit X)
Tenacious - HP & Sta Bonus (Req: Vit X)
Muscular - AC Bonus (Req: Str X)
Strong Back - Carrying Cap Bonus (Req: Str X)
Armsmaster - Melee Damage (Req: Str X)
Mage - Mana Bonus (Req: Int || Will)
Intellectual - Manipulation bonus (Req: Int)
Disciplined - Libido/Moral Strength, Sensitivity/Mettle bonuses (Req: Will)

Vampire - (Unique) lots of bonuses + bloodsucking requirement
Werewolf - (Unique) lots of bonuses + raw flesh eating requirement

That's few, could do more but this is a start.

The undead perk will apply to vampires too.

I'm thinking maybe i should create the magic system first and then perks, after all i think the perks should work sort of like buffs do in the end, only they could be more scripted.

I've learned i've got a few types of perks

Normal Perks (Can be bought via perk points after req is reached)
Racial Perks (Depends on the characters race)
Unique Perks (Things that are unique to monsters but might be earned to player via gameplay)

I think i should try to have a nice and even amount of the normal perks, balance between the racial perks and not worry about the unique perks.

I'm seeing a problem though, i've balanced everything without perks. This means i'll need to rebalance most of the stats but first i need to create the perks

I should have 9x perks per attribute (luck excluded) that's 63 perks. 1 for every 10 levels after 20.

The goal is to have 297 or 300 perks total i guess.

lets see 46 specializations...

If i have 5 per spec (1 per 20 lvls) i'm up to 293 (with the attribute perks)

i need 4 more.

I'll just add these 4 to magic then shouldn't i? yeah... so

9 perks per Attribute (luck excluded)
5 perks per Specialization
4 perks for Magic major skill. (apprentice, intermediate, mage, master <- maybe...)

total of 297 perks.

Note: Bonus attributes via "Versatility" count as "bonus" not "base" attribute values.

The idea of making a text-only game is tantalizing, i'm looking up PyGame to see how easily i could get a GUI and some sounds into it.

Oh wow this was easy to install. Not as easy to use (thats what Ren'Py is for) but it can't possibly hurt to know how to use it since i know Ren'Py actually uses it too. Oof, my mind burnt out, i created arkinoid with at tutorial, that shit was not easy.

Enough of that. I think i need to create a targeting system. Wait is that a cover of legato i hear from three inches of blood? sound awfully similar... oh hey look, i checked it up on youtube and seems Shadman has a similar taste in music as i, what a coincidence to bump into him when googling a track.

Speaking of which, it's time to listen to the FMA soundtrack.

Lets see,

Target_System -> Magic -> Perks -> Items -> Abilities

why? because it's a better idea to make these things apply to a target rather than just inserting it inside the character class... i think... i'm actually confused now. More than just a little.

What requires what? what order should i be writing my code in?

Ok, i used articy to oultine this. Result: Nowhere near.

I've spent a lot of hours literally doing little else than thinking about this stuff. I wrote a basic targeting system, or thats what i'm calling it for now( it needs a new name, combat base maybe?)

I think i'll just sleep on it and say i didn't get much done today :I

Maybe tomorrow i should hop back to design and design the spells and perks.... perks at least.

maybe i should reduce the level of spells from 0-6 down to 0-4, that gives me beginner, intermediate, advanced, master and god spells.

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