idea for expanding the current game system
Posted: Sun Dec 04, 2011 4:10 pm
I have some ideas for expanding the basic mechanics of the game to provide a solid and expandable system for future upgrades. I've tried to build on the current system as much as I could, to keep it doable to implement.
1. inventory and equiping items
Make the sword and the shield slot in the inventory so that you can equip anything in any hand. This enables the use of different combat styles (two-handed weapons, dual-wielding, open hand combat, spells,...). This brings with it some rebalancing issues (2H weapons should do more damage and have more extra's because you loose a slot if you use them to give but one example), but would enable a much bigger range of combat options.
Another thing that could be done is the possibility for a weapon or skill to "consume" things from your inventory, like a poison dagger that consumes a poison gland if it hits, or for use with crafting.
2. Active and passive Skills:
Passive skills are the skills that allready exist. You could add passive skills for different combat systems (like a skill that adds damage or attack chance when dual wielding).
You could add active skills, either with skill points or by installing trainers in the game world that teach skills for money/items/quests. Skills would cost the normal AP cost of the weapon wielded +x or -x depending on the skill itself. Something like heavy slash and quick slash for swords, with heavy slash doing 120% damage for ap+1, and quick slash doing 80% damage for ap-1. Skills could also give bonusses to stats, do healing,...
This gives more options on how to spend your AP in combat.
Ideas for skill trees are:
weapon skills: (like 5 skills per weapon type)
unarmed combat skills: (kicks, throws, punches, leg sweeps, head butt). Some of these can be done with weapons (like headbutt), some of these only unarmed.
shield skills: guard (adds extra block for next round), shield smash (attack with shield),...
magic skills: They would work the same as weapon skills, but the weapon you need to equip is a wand or a book or something. Normal attack would be a standard magic missile doing book/wand damage.
crafting skills: work kind of like weapon skills, you need to equip a crafting weapon to use them and attack a "crafting enemy", then your different skills would add different loot while consuming different ingredients, normal attack would "kill" the "crafting enemy" and deliver the crafted stuff as loot. Example: equip the cooking knife, attack the stove, use skill "cook meat" (which hits for 1 damage and consumes 1 meat from inventory), automatically killing the stove in the progress and delivering the cooked meat as loot. You could use AP for how hard a craft is (crafting weapons can give bonusses to AP, so a fine cooking knife can do more recepies).
3. the combat screen needs an extra button
For all those skills to work together nicely, you'll need an extra button "skills" which opens a menu with the skills you can use at that moment (this is depending on the weapon(s) you've got equiped).
By expanding the game as explained, you've got a good base that can grow with the game. It's quite a broad system as you can see from my example of using combat for crafting.
Let me know what you think,
Kardinaal
edited: typo
and an other time to add some extra explanation.
third time to fix typo in 2nd edit and underline stuff.
1. inventory and equiping items
Make the sword and the shield slot in the inventory so that you can equip anything in any hand. This enables the use of different combat styles (two-handed weapons, dual-wielding, open hand combat, spells,...). This brings with it some rebalancing issues (2H weapons should do more damage and have more extra's because you loose a slot if you use them to give but one example), but would enable a much bigger range of combat options.
Another thing that could be done is the possibility for a weapon or skill to "consume" things from your inventory, like a poison dagger that consumes a poison gland if it hits, or for use with crafting.
2. Active and passive Skills:
Passive skills are the skills that allready exist. You could add passive skills for different combat systems (like a skill that adds damage or attack chance when dual wielding).
You could add active skills, either with skill points or by installing trainers in the game world that teach skills for money/items/quests. Skills would cost the normal AP cost of the weapon wielded +x or -x depending on the skill itself. Something like heavy slash and quick slash for swords, with heavy slash doing 120% damage for ap+1, and quick slash doing 80% damage for ap-1. Skills could also give bonusses to stats, do healing,...
This gives more options on how to spend your AP in combat.
Ideas for skill trees are:
weapon skills: (like 5 skills per weapon type)
unarmed combat skills: (kicks, throws, punches, leg sweeps, head butt). Some of these can be done with weapons (like headbutt), some of these only unarmed.
shield skills: guard (adds extra block for next round), shield smash (attack with shield),...
magic skills: They would work the same as weapon skills, but the weapon you need to equip is a wand or a book or something. Normal attack would be a standard magic missile doing book/wand damage.
crafting skills: work kind of like weapon skills, you need to equip a crafting weapon to use them and attack a "crafting enemy", then your different skills would add different loot while consuming different ingredients, normal attack would "kill" the "crafting enemy" and deliver the crafted stuff as loot. Example: equip the cooking knife, attack the stove, use skill "cook meat" (which hits for 1 damage and consumes 1 meat from inventory), automatically killing the stove in the progress and delivering the cooked meat as loot. You could use AP for how hard a craft is (crafting weapons can give bonusses to AP, so a fine cooking knife can do more recepies).
3. the combat screen needs an extra button
For all those skills to work together nicely, you'll need an extra button "skills" which opens a menu with the skills you can use at that moment (this is depending on the weapon(s) you've got equiped).
By expanding the game as explained, you've got a good base that can grow with the game. It's quite a broad system as you can see from my example of using combat for crafting.
Let me know what you think,
Kardinaal
edited: typo
and an other time to add some extra explanation.
third time to fix typo in 2nd edit and underline stuff.