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My notes/observations of creating my RPG game

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#2 Customization Continued: Resource Bars and Stats

Hello, I've been hard at work brainstorming ideas. While I have a pretty solid idea of what the resource bars and stats will be for characters, I have been struggling greatly with deciding the core battle mechanics. I didn't want to continue posting until I had that essential aspect of the game figured out. Luckily after days of frustration, I believe I am finally getting somewhere. . Somewhere is better than nowhere. So what have you come up with? Sorry Charlie, battle mechanics are for the next post; I guarantee they'll be interesting. This post is about resource bars and stats. First let's discuss resource bars. Nearly every game has some sort of resource bar. Health/hit points(hp) is one of them. Mana is another common one used as the resource for fueling magic. This game will have both of those. But where it will differ from most games is that in total there will be 6 different resource bars! Overkill? Perhaps. But since this is an auto-battler, all the resources will be automatically managed. If this was a manual battler, you'd be wracking your brain every second trying to look at 6 resource bars at once. So without further adieu, here they are. 1) hp - Nothing new here. Once you run out, you're dead. Certain abilities will allow you to regain hp in battle. 2) Essence - It's mana with a different name. Spells cost essence, and when you run out you can't cast spells. In this game, I plan for essence to refill at a decent rate on its own during battle. 3) Fervor - This represents your adrenaline/passion. Fervor has different levels. It builds through certain abilities. As you reach higher and higher levels of fervor, it starts depleting more and more quickly and thus is harder to maintain. As you ascend in fervor, your character gets passive boosts to things such as attack speed, run speed, damage, and many more. Fervor may affect magic in some ways too, although I'm not sure of that yet. 4) Mastery - This represents your knowledge of your opponent. It is a single bar that fills up. Once completely full, your character will unleash a mastery ability of your pre-determined choosing. The main theme behind these abilities will be either breaching your opponent's defenses or countering their attacks. Mastery may affect magic abilities as well, but like with fervor I'm unsure of that. 5) Attunement - This is the magical cousin to fervor. It represents the strength of your connection to magic. Casting speed, essence cost, magic damage, and other traits of spells will all improve as your attunement rises. It depletes quicker at higher levels, but it also may deplete if you take damage (a conk on the head sure doesn't help you stay connected with magic). 6) Endurance - This basically represents how physically exhausted your character is. Performing heavy movements or physical based attacks will drain endurance more. Powerful magic spells can drain it too. It replenishes over time through inactivity or less strenuous activity. If your endurance is too low, you won't be able to perform powerful attacks, and your guard can be broken through by powerful attacks. . Phew! That's quite the list of resource bars. But we're not out of the woods yet. What about stats? I'm glad you asked. Surprisingly, stats are rather simple for this game. There's only four of them. Here they are: 1) Strength: Ahh strength, I wish I had more of it. Strength d[color=rgb(0,0,0)][font=Arial][background=transparent]irectly affects your physical damage and what weapons and armors you can equip. It may also affect your hp (stronger guys and gals can typically take more of a beating).[/background][/font][/color] [color=rgb(0,0,0)][font=Arial][background=transparent]2) Conditioning - If you go and pump iron every day you're bound to be strong. But if you don't condition yourself with heavy aerobic exercises such as running, you'll run out of gas rather quickly in a fight. Conditioning represents this. It directly affects your recovery of endurance as well as endurance costs for moves. It could possibly affect the recovery rate of essence as well. It may affect total hp too. The only thing set in stone however is its relationship with endurance.[/background][/font][/color] [color=rgb(0,0,0)][font=Arial][background=transparent]3) Agility - This represents both reflexes and flexibility. It affects your ability to dodge, your weapon and run speed (although strength may have a greater influence on this for heavier armors and weapons), and perhaps your ability to gain mastery quicker.[/background][/font][/color] [color=rgb(0,0,0)][font=Arial][background=transparent]4) Concentration - The all-encompassing magic stat. It affects your total essence and attunement ability, the recovery rate of essence, and possibly the essence costs of magic. It could also affect mastery (If you have good concentration then you'll pick up on your opponent's tendencies better).[/background][/font][/color] . Really? Only 4 stats?? I've never heard of a game with more resource bars than stats. It's not the amount that counts, it's how you use them. You're free to invest stat points as you see fit. They will drastically affect how your character plays. Do you want a massive weapon wielding caster? Then invest in strength and concentration. Do you want a nimble rogue-like caster, then invest in agility and concentration. How about a berserker who goes on an endless rampage? Invest in strength and conditioning. You're free to pool all your stats points into one stat, spread them out evenly, and everything in between. Stats are the foundation of what your character will be. . It all makes sense now... sort of. I still think 4 stats is pretty low What can I say? Four's a good number to me. We have 4 limbs, and everyone knows limbs and stats go hand and hand, right? It's really late and my brain is starting to malfunction. So let's end here. I've got some questions for you: . 1) What are some other resource bars you can think of? I know I've made a lot, but if you've got your own creative one in mind then do share. 2) What are some other stats you can think of? I've been pretty stubborn and stuck to only 4. Surely there's more.

Jordan Hoffman

Jordan Hoffman

 

In the Beginning: Midievalry's goals and the physical battle archetypes

[size=2]Disclaimer: This is a long post. I am not responsible for any eye damage that may occur from straining to read it all. . Greetings, I'm Patliteon. This blog serves as a source of fun, a motivator for myself, and as an opportunity for anyone to extend some ideas and feedback to me in the comments should they so please. Thank you to whoever reads. All information and ideas in this blog are free to be used should you take a liking to them. . So Patliteon, What is Midievalry? At its core this is an auto-battler game. For the actual fighting, you do absolutely nothing except click a button to initiate the fight, similar to how text-based games work. If you haven't clicked the back button on your browser yet then congratulations, allow me to explain the game's charm. My goal in making this game is to do what I have yet to see done: make an rpg style game with near endless skill customization. I can't recall the amount of times I've been disappointed when trying to make my character feel truly unique in a game. There's either not enough options to do so or there's the inevitable small portion of cookie cutter builds that outshine the rest. If there is one goal in this game above all else, it is to make sure that this never happens. And yes, there will be graphics, you're not just reading text the whole time. . Your head is in the clouds Pat, but I'll humour you. What's your gameplan for customization? I'm not sure where to start. Let's get something basic out of the way. Customization is as much about limitations as it is about choices. If you can choose to eventually get every single skill in the game, then there's zero customization. So an optimal balance needs to be found in regards to pick 'x' choices out of 'y' total choices. I'll go further into the tediousness of that math on another day. Let's talk about some of the juicy stuff now. . [color=#ff0000]From this point on you are in game theory land. Read at your own volition. You have been warned. [/color] The skills in this game are divided into two categories: physical and magic. Good, now give me the award for most creative out-of-the-box thinker. Extremely basic I know, but it's a good place to start for narrowing down choices. I have divided the physical side into archetypes. For now, these archetypes are meant to serve simply as idea sources for unique playstyles to be had within physical combat. Here are the archetypes I've thought of (the inspirations serve only to get the blood pumping): Physical Archetypes 1) Goliath (Inspiration: Iudex Gundyr from Dark Souls III) : They're the juggernaut archetype. Uses either spears or poleaxes. Farthest attack range of all physical builds. Also potentially the most raw damage. Slowest of all builds. 2) Warrior (inspiration: Arnold from Conan the Barbarian): A wielder of two handed weapons. Primarily uses brute force, but can be customized in many different ways. 3) Berserker (inspiration: Wolverine from X Men): A dual wielder of strong weapons (no daggers here). Meant to feel as though you're going on a reckless rampage. 4) Guardian (inspiration: classic midieval knights and the Spartans from 300): A wielder of a weapon and shield. They have the highest defense, but can be played either defensively or offensively depending on how they're customized. 5) Tactician (inspiration: fencers, rapier-style fighters, even samurais): A single or dual wielder. The tactician's goal is to know thy opponent. Moreso than any other archetype they seek to gain an understanding of their opponent in order to breach their defenses or parry their attacks and riposte. 6) Rogue (inspiration: classic thief, no real inspiration as of yet): A wielder of fist weapons or daggers (potentially other weapons). They are the most agile of all archetypes and have heavy avoidance. They seek to cause bleed or poison damage to widdle away their opponent while remaining out of touch. But they can also go in for the kill at the body's vital points and inflict some massive damage in deadly acrobatic style. . Cool beans Pat. So how do you customize these archetypes, and what about magic? Let's end here my friend. I have the answers to those questions, but this post is getting a little too long for its own good. Let me just say that any form of magic (fire, ice, lightning, holy, dark, etc.) can be mixed with any physical archetype. Or you can choose to stay solely physical or solely magical. In order to properly explain all this, I will need to go over the stats of this game (think strength, dexterity, etc.) and the resources of this game (think mana, energy, rage, etc.) Thank you again for reading if you made it this far. I know this may seem like random ramblings, but in the next post my vision for customization will become more fleshed out. It's just late and I don't want to overwhelm this one post with too much info. . Geez Pat, way to leave me hanging. Is that it? No, I would like to end my posts with questions for the reader. You've been so kind as to read through all of this, now it's your turn to shine. My questions for today's post are: 1) Can you think of any additional physical fighting archetypes I haven't thought of (preferably weapon-based)? 2) What are some of your favorite inspirational people/characters when you think of battles?

Jordan Hoffman

Jordan Hoffman

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