Friday, August 23, 2013

Upgrade Systems, Tribesmen, Exploration

     Well my hard drive has failed and I am currently trying to recover my data. Aside, I have determined how the weapons, armor, skills and magic will but upgraded, as well as adding/pruning some to/from each.
     XP will be used for upgrading skills and unlocking/upgrading spells. Spells will be found at shrines around the map, but will not be usable immediately, as they must be unlocked with XP first. Materials will be used to upgrade/craft weapons and armor. Weapons thus have 3 types (blade, blunt, axe), which each have different armor penetration amounts. Each weapon type has 3 weapons therein, each with its own stats for attack speed, range and damage. Each of these attributes can be upgraded individually. There are 3 types of armor, light, medium and heavy, There are two armors within each type. Each type has pros and cons. Armor has a protection amount and a speed detriment, which can both be upgraded.

     Skills currently include melee, dodge, parry, stealth and persuasion. Melee will have unique melee attacks and maybe upgrades to melee attacks generally. Dodge can upgrade your dodge speed, frequency and distance. Parry can upgrade your chance to reduce damage, chance to negate damage and damage reduction amount. Stealth upgrades the distance at which you are visible to enemies. Persuasion upgrades your chance of certain enemies being friendly and the amount of help they may give you.
     NPCs are varied, many and usually not of this world. NPCs can either be friendly, hostile or mixed. Mixed NPCs have a chance depending on your persuasion and the NPC itself to be friendly/hostile. Tribesmen will have camps in the wild upon which you may stumble. If you do and you have your weapon out, they will attack. If not, they may help you, ignore you, or attack you regardless. This has to be fleshed out more still. NPC difficulty is determined by hit points, magic resistance, armor, speed and damage. Not all NPCs will have magic resistance, armor or damage. The difficulty of enemies depends on their nearness to a town. 
     Spells can be upgrade on the basis of duration, damage, distance, debuff and recharge time, depending which is applicant to each spell. There is no mana, but each spell has a cooldown.
     As in real life, you will have a map in your notebook, but you will not know where you are in said map. You can have tribesmen show you, or it will update when you reach a town, but aside you must explore the jungle with the risk of getting lost. If you venture too far from town you may die, but this is where the most deadly creatures, and most valuable harvests, lie. You can only heal in towns, or at some tribal camps. Maps will be generated on each play through, keeping experiences unique. The overall map will be the same, but the placement of the locations therein will change. I have many types of locations, but I have to filter out some.
     I need to determine how the player acquires materials, when Raum shows up, how the 3 remaining antideluvians are involved, how the final battle will play out, how tribesmen will work moreso and I'm concerned about the uniqueness of experience of different weapons so I may look at that.

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