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About Lurler

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  1. Also. It might not be the best place for it... :) But if you people are interested to try the game we are looking for people to be in the Closed Alpha Test team. In that case please follow the link below: http://forums.atomictorch.com/index.php?topic=21.0
  2. Well, I guess so :)   Yup. That is what we are trying to do.   It is not that simple unfortunately. There are not that much possible combat skills that we can realistically implement. Mostly increasing different stats. Creating something wholly new is time consuming and not always worth it.   Thank you :) And yes, that is certainyl a very interesting topic!   Yes, this is another interesting idea. We have skills for basic trading and skills to get services at stations for cheaper. But we also have skill for persuation that the player can use in dialogues. Right now it works just by providing extra option when talking to npc. I was thinking of possibly making it more interesting in some way.   But how is this going to work? The character can't just "know" that. He will have to ask that information in a station or somewhere else. But in that case why can't he ask that without skill?   Well, we have weapons divied by size (small, medium, heavy) and type (energy, ballistic, missile). But inside each group there are many different weapons. For example light energy weapons could be: lasers, pulse lasers, plasma cannons, ark dischargers, etc.   That is interesting possibility. But in that case how would you suggest to lay out the tree? What main branches would you add?   No, the tops of the trees are generic enough and usefult enough that it would be okay for anyone to pick it. But the more down the tree you go, the more specialized skills become. So, you will understand the usefulness of each skill before you can actually learn it. But yeah, you have a point, I can't deny that.   Yes. That is the idea. I don't remember if I mentioned it already, but for example for piloting tree we have following main branches: * fast combat - for people who plan to have fast and maneuverable ships. * slow combat - for people who are interested in slow and heavily armored ships. * civilian - mostly for these who are interested in trade, engineering, mining, etc. But these are only general archetypes, you can of course mix skills for different branches to create something that you would like yourself.
  3. Hm. What do you mean? You just click on the skill and bam, you learned it :) But you need skill points that you get by earning levels.   Yes, that's exactly what we did. We are happy how it turned out for a piloting and engineering trees, but combat tree... so far we can't make it any good. The problem is - we don't want to group skills there by weapon types, it's just too simple, plus it would lock players to only use one weapon type. But doing it otherwise - we just can't make it any good/interesting/balanced.   Yup, that's my idea too. We have ship modules for "action" effects. And skills add passive stats or ability to use something.   Exactly. That's what this skill tree is about. Plus we made three major branches: fast fighters ships, slow and heavy ships, and civilian ships.   While I totally agree with you on everything, we faced a problem of organising all these skills in a coherent three with pathes for player to pursue. So far I am not happy with any of our attempts. But maybe later we can devise something.   Yup, mostly this. Plus civilian stuff like asteroid mining and manufacturing.   I don't really like it either, but if we don't add it then a whole lot of interesting skills would have to be thrown out of the game. For example where do you put a social skills? There are quite a few of them, but not enough to create a separate category just for them. So, they are in the other. And there are a number of skills like that.   Maybe you are right. I will think more on this. Maybe there is a better way to go about it.   That's actually another important point. We are not going to allow respec. Because these skills pretty much determine your character "class". I think you can agree that if you were playing a warrior and suddenly decided to switch to a mage it would be just too simple. Plus it is a hardcore game and your choises must matter in a long term.   To be honest I wouldn't worry about it too much. First of all what determines the most what you can do is you gear. Plus if someone wants to be a munchkin it's their decision :) But the way we are preparing these trees there won't be a single best build. Maybe several really good ones, but it is certainly not a deal breaker.
  4. Here is our progress on the skill tree.   Full size: http://atomictorch.com/Images/Upload/46.png   The tree itself is procedurally generated from a list of skills. Any skill can have a parent.   What do you think?
  5. Well, in our case it plays like EVE in 2d world. So, there are a good number of skills actually. The problem is making it into a coherent system... which is hard.   Well, anything helps :)
  6. Good day everyone.   I am designing a skill tree for our game VoidExpanse, it a game where you as a pilot can fly around in an open world space, buy new ships and equipment and advance your character. Well, it is a bit oversimplifying things but oh, well.   Anyway, it turned out to be WAY harder than I first though. So far I have outlined all possible passive skill effects we can have in the game and now I need to make it into a coherent tree with different paths that are meaningful.   So far the rules: * Only passive skills, as "fireball", "exploding arrow" or "bone shield" type of skills would not make much sense in the space setting because your ship can't magically start shooting plasma cannons just because you learned that skill. So I decided to only have two types of skills: passive that adds stats or % to stats, and the skills that allow the player to use something, for example bigger ship hulls of specific equipment. * So far I am thinking of creating 4 pages of skills: piloting, combat, engineering and other, each of these will have a separate tree that would branch into specific areas. * I don't want to create linear logical progression such as speed -> acceleration -> deceleration -> maneuvering or similar, because it is just too boring, contrary I want to create a tree that might seem very random at first where completely different effects are grouped together in different paths, but in the end it should produce smart character builds and take some time for players to figure out which paths they want to pursue. * Ideology of "broad to specialized". I want top of the tree to be generic but then branch more and more into specific areas since we do not have separate trees for different character classes, thus having to rely on the trees itself to provide specialization for players.   So far I looked through skill trees in some games, for example EVE online, their skill tree is insanely huge in its scope and I like it, but this doesn't seem right for what we are doing. Another natural example is diablo 2, which is more like what we want to do. And of course Path of exile, also a great example of skill tree design.   Anyway, the reason for creating this topic if possibly to get some ideas from you guys There are a lot of materials and ideas for classical RPGs design, but not a whole lot for sci-fi and specially space games.
  7. I think I will stop posting updates here as it doesn't look like many people are interested.
  8. News: http://atomictorch.com/ And more screenshots!
  9. Some more news: http://atomictorch.com/?p=162 And pics:
  10. Weekly update and new screenshot: http://atomictorch.com/?p=142
  11. VoidExpanse Genres: open world (sandbox), top down, space, RPG, exploration Art: Screenshots: Menu, super early WIP. Inventory, super early WIP. Planet, WIP. About the game: VoidExpanse is our first project – a space themed open world top down action RPG. The player takes the role of a spaceship pilot, and may explore vast expanses of space, engage in space combat and military missions, trade with NPC and space stations, mine asteroids, undertake various types of quests and generally do whatever he wants as the game is completely open ended. It doesn’t mean, though, that there is no story, on the contrary, we believe that without a great story all this openness wouldn’t be worth anything as there will be nothing driving you to devote yourself to explore the game world. Facts: 1) VoidExpanse is being built on top of our custom scripting interface allowing us and any player to extend the game indefinitely with any new features and content or completely redefine how some systems work within the game. That also enables anyone to create a completely new game with this engine. 2) The game will be multiplayer enabled from the day one. In fact even single player is played with the server being silently run behind the scenes on your PC. This multiplayer ability enables everyone to create their custom servers with any custom mods installed. 3) We want is to basically enable anyone to have his own small “MMORPG” with a community of followers. But just to make it clear, it is not a MMO title, it is a single player game but which you can also play in multiplayer. Much like MineCraft. 4) We are using Unity as our engine. 5) The game will be available not only on Windows, but also eventually on Linux and OSX. The team: Five dudes from Europe Progress: So far a lot has been done already, but we are nowhere near releasing any demos or videos. Still, I would like to make people know about our project to get some extra motivation to our programmers Links: Our site with some extra info + blog FAQ Twitter: @AtomicTorch @Lurlerrr
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