Hey folks,
So firstly, an update to my week's progress. I failed my goal from last week... at least in time for this post. I had wanted to be able to add, edit and delete worlds, realms and zones to and from the backend. I have managed to set up the functionality to do all of this on the back end, but so far my editor only supports adding worlds. I'll be hammering on it for the rest of the night, it's not too much to add the functionality at this point, I just wasn't sure I'd remember my promise of blogging weekly if I went straight back into it. So here I am blogging first.
That's the first update, and it's kind of short, so I'll follow it up with a bit of design theory. At the moment, there is going to be three main aspects that define a hero - the character that a player takes the role of.
Origins - The hero's backstory. I'm going to aim to have 6 generic origins, and then three specialized ones for each race/culture. Players will pick one of the nine available, and that will determine their starting skills and proficiencies. This can only be chosen on character creation, but heroes will be free to learn any weapon or skill proficiency as they progress through the game.
Weapons - Each weapon will offer 4 unique abilities, each will have a set of upgrades that will either increase damage or add some small bonus effect, like splash damage or an interrupt effect. The base damage and attributes (like crit chance, parry chance, etc...) will be calculated from the weapon's type and level. These bonuses will unlock sequentially as the hero becomes more proficient with the weapon. A small amount of proficiency will be gained from each combat encounter, calculated from the total experience awarded. Only one weapon may be equipped at a time.
Archetypes - Similar to character classes, though players will be able to swap in and out of these at their leisure. They will offer another four unique abilities, with at least one passive ability, and at least two activated abilities. These abilities will function more like casting spells, as opposed to weapon attacks. Their progression will come in the form of a talent tree, that will increase a hero's attributes and offer upgrades that can drastically change the effect of an ability, similar to the Rune System from Diablo 3. At the moment I'm thinking of framing these archetypes in a manner, similar to the Guardian Forces from Final Fantasy VIII.
And that's it for this update. Hope whoever reads it enjoys the yarn! Feel free to ask questions if you have any!
Cheers,
Magipunk
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