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#ActualstudentTeacher

Posted 10 September 2013 - 06:09 PM

So I've been writing down ideas for an RPG game with a leveling system, and I wanted to get some input on here about where my thoughts are going. This is in no way finished, nor is everything I list going to be used; this is just a rough draft of some ideas I threw together.

 

NOTE: THIS IS NOT AN MMORPG type game; this is for single-player, or servers that friends can play together on, like Minecraft or Cubeworld (players set up the server).

 

So far, I'll have a leveling system that grows in difficulty by some exponential amount. At certain levels, the player will receive different bonuses and/or items. Quests in the game will help leading people into certain roles (like an intro to ____ quest), help raise certain stats, and so on.

 

Some stats, like luck, would obviously require some balancing; therefore it might have a steeper leveling curve, or it's maximal increased output is capped. As for how fast one gains levels, and how fast one gains bonuses, followers, items, etc. will be balanced on implementation. Some other implementation details might be that certain things (recipes for food, crops, etc) might require certain levels and experience to handle. Maybe even unlocking certain attributes once doing a tutorial or reaching a certain overall level.

 

Here's a list of some of the attributes a player can level up (some have descriptions, as they might not be so straightforward):

 

[overall level]

 

[cooking] - when making food, the higher this level is can make the health heal more health, hunger, and saturation. Saturation is how long the food lasts before hunger begins to drop again; it also can define the speed at which the hunger drops for a little while after hunger begins.

 

[attack (melee)]

 

[attack (ranged)]      --might want to combine ranged and melee

 

[defense (melee)]

 

[defense (ranged)]

 

[aim] - aiming, for ranged is straightforward. Players and NPC's will have "weak-spots", and aim heightens the chance of hitting weak spots. Also, aim will, with higher levels, shave off the "randomness" of a ranged attack.

 

[mining/digging] - when mining, luck for drops and the speed of mining can increase with level. Certain levels are needed to use certain tools. 

 

[agility]

 

[endurance]       --mainly these are for traveling and how fast the hunger bar drops and how hunger effects speed.

 

[farming]

 

[building] - buildings, cities, etc. More of a contractor type of job. There is building in the game, as it is destructible terrain.

 

[engineer] - electrical and mechanical components (when these tiers are reached).

 

[banker] - you get bonuses for saving money / making large sums of money. Raises chances of NPC's trading and buying/selling to you. Good for bartering as well (not so sure about this one....)

 

[chemistry/alchemy] - mainly for potions, but I hope to also have chemicals useful for other things as well...not sure exactly what yet.

 

[stealth/thievery] - sneaking, stealing, hiding, etc.

 

[blacksmith]

 

[research] - somewhat for finding about new tiers; using raw materials is fine, but things like steel, electricity, and such require research, possibly? Maybe even tackling a really difficult (read: much higher than challenging) dungeon might open up research on new, harder and durable metals, or certain chemical recipes for medicine. Reward for adventure and exploration!

 

[luck] - just plain, sheer luck. Players gain exp for luck when they get a bonus for something (more minerals in a dig, etc).

 

[trust] - NPC's trust in the player. The game will allow the player to hire NPC's for stuff, and with high enough trust, a player can even create kingdoms!

 

 

other stuff:

-sword, shield, bow, mace, double-wielding, etc. for different weapons.

-something for clothing, leather, etc.

 

What do you all think about this? Any criticism, words of wisdom, things you like....? I'm currently implementing the system, but I have such a huge list of attributes I thought I'd ask around of what people think about these so far (the ones I like quite a bit are listed here).


#1studentTeacher

Posted 10 September 2013 - 05:48 PM

So I've been writing down ideas for an RPG game with a leveling system, and I wanted to get some input on here about where my thoughts are going. This is in no way finished, nor is everything I list going to be used; this is just a rough draft of some ideas I threw together.

 

So far, I'll have a leveling system that grows in difficulty by some exponential amount. At certain levels, the player will receive different bonuses and/or items. Quests in the game will help leading people into certain roles (like an intro to ____ quest), help raise certain stats, and so on.

 

Some stats, like luck, would obviously require some balancing; therefore it might have a steeper leveling curve, or it's maximal increased output is capped. As for how fast one gains levels, and how fast one gains bonuses, followers, items, etc. will be balanced on implementation. Some other implementation details might be that certain things (recipes for food, crops, etc) might require certain levels and experience to handle. Maybe even unlocking certain attributes once doing a tutorial or reaching a certain overall level.

 

Here's a list of some of the attributes a player can level up (some have descriptions, as they might not be so straightforward):

 

[overall level]

 

[cooking] - when making food, the higher this level is can make the health heal more health, hunger, and saturation. Saturation is how long the food lasts before hunger begins to drop again; it also can define the speed at which the hunger drops for a little while after hunger begins.

 

[attack (melee)]

 

[attack (ranged)]      --might want to combine ranged and melee

 

[defense (melee)]

 

[defense (ranged)]

 

[aim] - aiming, for ranged is straightforward. Players and NPC's will have "weak-spots", and aim heightens the chance of hitting weak spots. Also, aim will, with higher levels, shave off the "randomness" of a ranged attack.

 

[mining/digging] - when mining, luck for drops and the speed of mining can increase with level. Certain levels are needed to use certain tools. 

 

[agility]

 

[endurance]       --mainly these are for traveling and how fast the hunger bar drops and how hunger effects speed.

 

[farming]

 

[building] - buildings, cities, etc. More of a contractor type of job.

 

[engineer] - electrical and mechanical components (when there tiers are reached).

 

[banker] - you get bonuses for saving money / making large sums of money. Raises chances of NPC's trading and buying/selling to you. Good for bartering as well (not so sure about this one....)

 

[chemistry/alchemy] - mainly for potions, but I hope to also have chemicals useful for other things as well...not sure exactly what yet.

 

[stealth/thievery] - sneaking, stealing, hiding, etc.

 

[blacksmith]

 

[research] - somewhat for finding about new tiers; using raw materials is fine, but things like steel, electricity, and such require research, possibly? Maybe even tackling a really difficult (read: much higher than challenging) dungeon might open up research on new, harder and durable metals, or certain chemical recipes for medicine. Reward for adventure and exploration!

 

[luck] - just plain, sheer luck. Players gain exp for luck when they get a bonus for something (more minerals in a dig, etc).

 

[trust] - NPC's trust in the player. The game will allow the player to hire NPC's for stuff, and with high enough trust, a player can even create kingdoms!

 

 

other stuff:

-sword, shield, bow, mace, double-wielding, etc. for different weapons.

-something for clothing, leather, etc.

 

What do you all think about this? Any criticism, words of wisdom, things you like....? I'm currently implementing the system, but I have such a huge list of attributes I thought I'd ask around of what people think about these so far (the ones I like quite a bit are listed here).


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