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Skill system and its complexity

Posted by riuthamus, 30 January 2013 · 619 views

RuinValor C# Game Indie Indie Game Development DX11 DX11.1 DX10 System
This week our focus has been on the development of the skill system. Unlike most games the server owners will have near full control to make their own abilities. To do this we must define a very robust system with very basic rules that will govern all other aspects. The idea is to provide them with spell/skill types and let them mix and match as they choose or use the basic ones we will add throughout the development process.

Our biggest hurdle is to come up with the foundation that will define all of this. Our first task was to sit down and define categories of spells so that they can be classified into groups. Once the basic classification type was set we could define the spell further by talking about how it might react. To do that we needed to define types of skill/spells. Here is what we came up with:
  • Active
  • Passive
  • Passive + Active
  • Fire and Forget
These behavior types would define a set of parameters that could then be used by the serverowner ( spell maker ). To be able to manage this properly we needed to define aspects of code that would be referenced through these spell/skill documents. Sort of like an instance that could be easily called. We started to come up with the most ideal route to handle this and realized that the best option would be to define these elements to be pulled via some form of API at a later point in time. The complexity of this is rather daunting but at its current state we have a working architecture of it all. It is our hope that within the next two weeks we could have a completed skill/spell system in place that would be near 100% modifiable within a measurable means of ease. I will keep you posted as we gain more information.

In other news we have added our project onto IndieDB and some other sites to gain some more exposure. Pass us around if you like our project!




What are the links to 'and some other sites' :)  

That's very interested I haven't heard of a game that allows custom spells like that to be made. Interested to hear more about this!

Very nice :) Can't wait for more :)

 

Well, if I can help a little... since I've played a lot of games, this is basic classification that most (if not all) games use:

 

Passive: Aura, Self

Active - by casting type: Self-cast, Instant effect, Projectile, Channel

Active - by target: No target, Unit/object target, ground target

Active - by form: Single target (may leave trail), Line Area of Effect, Cone Area of Effect, Circle Area of Effect

These behavior types would define a set of parameters that could then be used by the serverowner ( spell maker ).

This is very interesting. You should search the game design forum for spell creation threads.

 

The complexity of this is rather daunting

This is a warn signal you should take seriously :)

These behavior types would define a set of parameters that could then be used by the serverowner ( spell maker ).

This is very interesting. You should search the game design forum for spell creation threads.

 

>The complexity of this is rather daunting

This is a warn signal you should take seriously smile.png

 

 

What am I looking for? Not sure why I need to do that! :) And yes I know that a daunting task is not always the correct one but it that doesnt mean you should avoid it either. Our entire engine is complex but we have gotten this far. When i said "we have a unique system that has not been done before" i meant it. I have played many games and there are very few out there that will let people do what we can offer... this is a big risk but one that I think indie developing has the option to take so long as they have the funding to do it. Our system would be akin to that of Magika but with the ability to define your own elements via code/xml. I do appreciate your help as usual though.

What am I looking for?

I don't mean technical challenging tasks with complexity, it is more the management (ok, we have a generic system now, how do we configure it,so that it doesn't feel so generic) and, what is more important, the perception by the audience.

 

I've build in some nice features in my game just to notice that my game partner does not have a clue about what I was talking. After speaking with alpha testers the threshold of when a feature becomes complex seems to be rather low.

 

Here's a quote of baumgart (one of the creator of dungeon of dredmore) about their beta-test phase:

 Absolutely no one has understood using the skill tome and skill bar without being explicitly told how to do so.

Here is the according journal entry .

 

Just an idea, instead of designing and prototyping top-down (start with the final idea), start with a very simple idea , prototype it and expand this idea. It is sometimes really frustrating to cut off something, after seeing that it doesn't work out (even designers don't like to nerf themselves), on the other hand it is really enjoyable to expand something already working. smile.png

Ah, okay that makes more sense now. There are several of our systems that would benefit from an alpha test group! :P The end user will not really see any of this system other than ( spell a does this and spell b does this ) and that will be a simple as clicking 1 - 5. This is more or less a powerful system for server owners to create their own spell/skills for use within their own servers.

 

I like your approach to handling it though so I will make sure I do that.

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