Tom's Hardware > Forum > Games General > Games General Discussions > A idea for a skillsystem

A idea for a skillsystem

Forum Games General : Games General Discussions - A idea for a skillsystem

Tom's Hardware: Over 1.4 million members in 6 different countries available to answer all your high-tech questions. Sign up now! Its free!
Word :    Username :           
 

Archived from groups: rec.games.roguelike.development (More info?)

 

Can i get some opinions on my skillsystem?

[Skillorb system]
- every character starts a Miner orb and 3 orb slots
- 1-Level Skills,but later improved versions are posible
- If no previous character has created a orb only miner is avaible at start
- Small Stats Boni for growlevel
- Change of Path every growlevel possible
- With every new growlevel raise the requiments to grow the orb
- subclass choice at 50% completion of a branch
- subclassing creates new skillorb for the subclass
- limited slots for skillorbs
- Boni for 100% complettion of a branch
- 50% in one branches creates a newbie orb (choose at start or buy)
-is named after the character that created it
- 50% in two branches creates a rookie orb (choose and take less startmoney
or buy)
-Shows the skill that is developt next in the different branches + newbie
orb boni
- 50% in all branches creates a novice orb (choose and take no startmoney or
buy)
-has easier grow requirments + newbie orb bonus
- One branch 100% creates a journey man orb (buy)
-littel bit higher stat boni at grow + novice orb boni
- two branches 100% creates a masterorb for the next chars (buy)
-A masterorb starts with 5% complettion in all branches + journey man orb
boni
- All branches 100% creates a perfect orb for the next chars or newbie orbs
for all subclasses of that orb(Quest)
-A Perfect orb allows to learn the skills of all branches with one grow +
masterorb boni
- orb fusion
-allows to create one orb from two of the same class
-costs lots of gold
- removing of a orb from a slot reduces a random stat
- 50% in one branch is realtive easy to gain but after 12,5% complettion
of the orb, the grow costs will raise faster.

-Classes
|
|-Miner
| |-Skillsets
| | |-Physical
| | | |-Skills
| | | | |-Digging: dirt [no penalty for digging dirt]
| | | | |-Weaponskill: Pick axe [no penalty for use of pickaxe as weapon]
| | | | |-Dodge [activates stat evasion]
| | | | |-running [increases walkspeed for short time (stamina)]
| | | | |-Digging: soft stone [no penalty for digging soft stone]
| | | | |-Improved Weaponskill: Pickaxe [bonus for use of pickaxe as
weapon]
| | | | |-Weapon skill: Hammer [no penalty for use of hammer as weapon]
| | | | |-Jumping [jump over one square]
| | | | |-Swimming: swallow [allows crossing of swallow water without
penalty]
| | | | |-Digging: hard stone [no penalty for digging hard rock]
| | | |
| | | |-Subclasses
| | | | |-Thrower
| | | | |-Warrior
| | | |
| | | |-100% Boni
| | | |-Special weapon for choosen subclass
| | |
| | |-Spiritual
| | | |-Skills(10)//I don't have a idea what spiritual skills a miner could
posses,yet.But i need that Skillset to allow priest
| | | |-Subclasses
| | | | |-Priest
| | | | |-Druid
| | | |
| | | |-100% Boni
| | | |-1 god flavor
| | |
| | |-Magical
| | | |-Skills
| | | | |-Focus: Stone [Limited use and can only hold miner spells]
| | | | |-Spell: Light [raise LOS]
| | | | |-Spell: Ember [weak fire attack spell]
| | | | |-Spell: Detect Earth [Shows rock and empty space]
| | | | |-Spell: Enchant pickaxe [Prevents damage from digging on axe +
hurts monster that are protected from physical damage]
| | | | |-Focus: Crystal [Unlimited use and can only hold miner spells]
| | | | |-Spell: Improved Detect earth [Shows the kind of rock and if the
contain a metall]
| | | | |-Spell: Stone to Food [Turn a stone in food with low nutrition]
| | | | |-Spell: Repair [Repairs a weapon or tool,put reduces its hitpoint
by 10%]
| | | | |-Spell: Magic drill [Dig without tools,some walls will be only
diggable by magic]
| | | | |
| | | |-Subclasses
| | | | |-Wizzard
| | | | |-Sorceror
| | | |
| | | |-100% Boni
| | | |-A extra small skillset for subclass,don't count for orb
complettion
| | | |-Skillset 1:
| | | | |-imprint [turns a focus for the doubled castcosts and 300 Gold
into a 1 charge castitem of a spell,another imprint raises the stored
charges ]
| | | | |-recharge [Refills a charge of a castitem for normal castcost]
| | | | |-discharge [Allows to use several charges of a cast item to
increase the strenght of the spell]
| | | |
| | | |-Skillset 2:
| | | |-meditation [refills MP 50% faster]
| | | |-will [allows to raise the MP recovery rate further at the cost
of stamina]
| | | |-soul [counts wisdom stats too when calculating MP]
| | |
| | |-Knowledge
| | |-Skills(10)
| | |-Subclasses
| | | |-Crafmen
| | | |-Scholar
| | |
| | |-100% Boni
| | |-1 extra orbslot
| |
| |-Grow Requiment
| |-Digged Squares x
| |-Exp x (small)
| |-Gold x (high)
| |-Found x of ressource y
|
|-Crafmen
| |-Skillsets
| | |-Stone
| | | |-Skills
| | | |-Subclasses
| | | |-100% Boni
| | |
| | |-Wood
| | | |-Skills
| | | |-Subclasses
| | | |-100% Boni
| | |
| | |-Metall
| | | |-Skills
| | | |-Subclasses
| | | |-100% Boni
| | |
| | |-Art
| | |-Skills
| | |-Subclasses
| | |-100% Boni
| |
| |-Grow Requiment
|-Produced item x
|-Money x (high)

Sponsored Links
Register or log in to remove.

Archived from groups: rec.games.roguelike.development (More info?)

 

At Sat, 30 Jul 2005 22:54:11 +0200,
Adrian Fänger wrote:

> Can i get some opinions on my skillsystem?

It's pretty hard to understand something from those brief notes.

--
Radomir `The Sheep' Dopieralski @**@_
(--) 3 ..zzZZ
. . . ..v.vVvVVvVvv.v.. .

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

Im sorry ,i copied that from my design document and now that a read over it
again,i see it is realy not easy for someone else to understand it.

Here is some additional explaination:

Every class in my game is represented by a orb and every orbs contains
several skillsets. At the beginning grants the orb no skills or stats, but
when you fullfill the requiment (that a different for the different orbs and
raise with every grow level)the orbs grows and raises the stats and allows
access to the next skill of one of the skillsets.

A char has a limeted number of slot that he can fill with skillorbs for
example:
Bob fills his slot with a miner,a wizzard and a warrior orb or
Cindy fills her slots with 3 wizzard orbs to raise the different skillsets
relative easy.

When a orb reaches 50% in one skillset ,the player can decide which of the
other subclasses of this skillset he wants to activate,than the orbs spawns
a new orb for this class and the orb is than turned into a newbie orb that
is avaible at the start and ingame,for one of the next characters that the
player starts.

When the orbs spawns another subclass,it turns into a rookiorb that previews
the new skills before choosing the set that will be expanded.

When the orbs has spawned subclasses for all sets ,it turns into a novice
orb,that lowers the grow requirments.

When a orb reachs 100% in a skillset,gives it a special bonus and it turns
into a journey man orb that grants increase stat grow.
You proable understand this part now and can look for further informations
on the grow of the orbs in my first post.

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

Adrian Fänger wrote:
> Im sorry ,i copied that from my design document and now that a read over it
> again,i see it is realy not easy for someone else to understand it.

It is still quite unclear, I'm afraid; so unclear that you shouldn't
expect people to make the effort of understanding it and answer.
You give irrelevant user interface details ("the orb grows" ), you don't
describe the goals and assumptions of your design and you fail to
explain basic concepts and rules, making your second post almost as
incoherent as the first one.
Please remember that we know nothing of your game, that we haven't seen
it and that nonstandard and undefined terms ruin otherwise good
explanations.
Maybe extracting some specific questions instead of trying to describe
everything in your game would be easier.

Try again! Many readers of this newsgroup would like to point a new
project in the right direction and to discuss basic rules.

Lorenzo Gatti

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

Try rewriting this skillsystem without using the word "orb" because the
skill orb system seldom makes sense without a sort of graphical
representation, and your diagram doesn't quite cover subskills. You've
also mixed a hypothetical idea with a fairly concrete set of skills -
maybe try describing the underlying system without using these discrete
skills.

You haven't properly explained what the differences are between class
and subclass orbs and the newbie/rookie/journeyman/master orb series
are. Im baffled...

Alsso, every dictionary I consulted listed the plural of "bonus" as
"bonuses" meaning I haven't been wrong my whole life.

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

Wildhalcyon wrote:
[...]
> You've also mixed a hypothetical idea with a fairly concrete set of skills -

The hypothetical idea is vague and the concrete set of skills is
incomplete and only partially defined. The career of the character from
beginning to end of a game is not covered: what should it be like and
why? How do rules support the desired type of advancement? For example,
why are skills binary instead of varying on a more usual limited or
unlimited scale?

> You haven't properly explained what the differences are between class
> and subclass orbs and the newbie/rookie/journeyman/master orb series
> are. Im baffled...

Me too, subclasses are mixed up with skills and requirements in the
diagram and the second post is unclear about getting subclasses and/or
skills upon advancement.
What is available at character creation is particularly unclear: the
second post seems to state that easier and/or more powerful classes
become available for subsequent new characters, rewarding failure (in a
RL starting a new game usually means the old character is dead, boring
or hopeless) and damaging game balance (experience should be useful the
character gaining it, always and exclusively).

> Alsso, every dictionary I consulted listed the plural of "bonus" as
> "bonuses" meaning I haven't been wrong my whole life.

'Boni' is the correct Latin plural. Falling back to better known
languages is a natural class of mistakes when using a foreign language,
and it is also easy to mistake 'bonus' for a Latin borrowing without an
English plural form.

Lorenzo Gatti

Reply to Anonymous

Archived from groups: rec.games.roguelike.development (More info?)

 

gatti@dsdata.it wrote:
> 'Boni' is the correct Latin plural. Falling back to better known
> languages is a natural class of mistakes when using a foreign language,
> and it is also easy to mistake 'bonus' for a Latin borrowing without an
> English plural form.

Sorry, that probably came off harsher than I meant it. The use of
'boni' is definitely easy to misuse if unfamiliar with the language. I
was just giving a friendly tip on the English language. Plurals in
English are definitely one of the trickier parts. Goose=Geese,
Moose=Moose, and Mouse=Mice... argh!

Reply to Anonymous
Tom's Hardware > Forum > Games General > Games General Discussions > A idea for a skillsystem
Go to:

There are 1215 identified and unidentified users. To see the list of identified users, Click here.

Please mind

You are about to answer a thread that has been inactive for more than 6 months.
If you still wish to proceed, please ensure that your posting is original and does not duplicate or overlap any prior responses to this thread.

Add a reply Cancel
Sponsored links
  • Ask the community now
  • Publish
Ad
They won a badge
Join us in greeting them