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#ActualLailokken

Posted 09 April 2013 - 03:37 PM

My question is what sort of changes could i make to make the game deeper than just "read book, learn spell"?

Perhaps you could implement a Guild Leader for each type of magic, with each Guild Leader having their own requirements to learn new spells. The requirements could range from quests for items/information, to enlisting the aid of other magic users to help perform rituals.

 

Should i worry about the idea of stats as well?

Is this a skill based game where players must reach a certain level with each skill before they can advance? If so, stats (and I assume you mean things such as strength, wisdom, etc) might play a huge role in raising individual skills. Also, if PvP is an aspect of your game, stats could be a big asset in determining winner/loser.


#1Lailokken

Posted 09 April 2013 - 03:35 PM

My question is what sort of changes could i make to make the game deeper than just "read book, learn spell"?

Perhaps you could implement a Guild Leader for each type of magic, with each Guild Leader having their own requirements to learn new spells. The requirements could range from quests for items/information, to enlisting the aid of other magic users to help perform rituals.

 

Should i worry about the idea of stats as well?

Is this a skill based game where players much reach a certain level with each skill before they can advance? If so, stats (and I assume you mean things such as strength, wisdom, etc) might play a huge role in raising individual skills. Also, if PvP is an aspect of your game, stats could be a big asset in determining winner/loser.


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