We have a new Beta: v0.8.13 ("Troubling Times") !
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
classes
-
- Posts: 139
- Joined: Sat May 14, 2011 5:52 am
- android_version: 2.1 - Eclair
classes
So I have been thinking about a way to include classes in the game. I was going to basically create 2 quests, one for a thief and one for a fighter. If you choose the fighter class, then you advance the thief quest to 10 and you are no longer able to chose those options, same with the thief class. This way you can have vendors sell class specific items and you can have class specific quests. What do you guys think about this?? Oh and I was wondering if you guys used the last quest I wrote with the new items and monsters in the last update.
Level 39 Exp: 1093259 HP: 111 AC: 189% AD: 22-29 AP: 6 CC: 10% CM:2 BC 54% DR: 0 SR:2543 RoLS: 1
frog killer
frog killer
-
- Posts: 4
- Joined: Wed Oct 19, 2011 8:37 pm
- android_version: 2.1 - Eclair
Re: classes
Yeah it sounds wicked! Though couldn't you add some other classes for a sorcerer or brigand?
-
- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: classes
It
Sorceror would be harder, especially since many classic spells are range spells, which would take alot of coding, as would normal range weapons, and the dev team seems to sound discouraging about those. But there are some useful spells that could be fine with less work .. Self curing spells, contact attack spells (cause wounds, shocking hands, causing the various actor conditions). Divination spells might be less useful fine the game pretty much tells you everything about monsters and items right off the bat. Light for unlit dungeons would need to do some coding for the display of lot and unlit versions. Come to think of it, anything that a potion or item can grant you is a possible spell. Speed!
Besides the extra coding for spells, you'd need to add spell points (mana) as an actor trait, and playtest to determine the appropriate number to add on a level up, to make the mage not too strong or too weak. The additional choice of adding SP instead of AC, HP, etc should make for some interesting build strategy decisions. Perhaps different classes should have different mixes of points to go into the stats - fighters can add 5hp or 5ac but 0 mana per level, while mages can choose from 3hp or 2ac or 5sp per level, etc. Alot of balancing work to do. But would be interesting.
Also some existing monsters may need to be redefined to be using spells on you rather than simply innate abilities.
Final thought - what is the system for spell acquisition? Finding spellbooks? NPC interaction? Percent chance of learning when an NPC or monster uses one in your presence? Chosen from a standard list on level up? Treated as a skill?
Okay, this is a total rambling mess coming out - forgive me....Harrystone999 wrote:Yeah it sounds wicked! Though couldn't you add some other classes for a sorcerer or brigand?
Sorceror would be harder, especially since many classic spells are range spells, which would take alot of coding, as would normal range weapons, and the dev team seems to sound discouraging about those. But there are some useful spells that could be fine with less work .. Self curing spells, contact attack spells (cause wounds, shocking hands, causing the various actor conditions). Divination spells might be less useful fine the game pretty much tells you everything about monsters and items right off the bat. Light for unlit dungeons would need to do some coding for the display of lot and unlit versions. Come to think of it, anything that a potion or item can grant you is a possible spell. Speed!
Besides the extra coding for spells, you'd need to add spell points (mana) as an actor trait, and playtest to determine the appropriate number to add on a level up, to make the mage not too strong or too weak. The additional choice of adding SP instead of AC, HP, etc should make for some interesting build strategy decisions. Perhaps different classes should have different mixes of points to go into the stats - fighters can add 5hp or 5ac but 0 mana per level, while mages can choose from 3hp or 2ac or 5sp per level, etc. Alot of balancing work to do. But would be interesting.
Also some existing monsters may need to be redefined to be using spells on you rather than simply innate abilities.
Final thought - what is the system for spell acquisition? Finding spellbooks? NPC interaction? Percent chance of learning when an NPC or monster uses one in your presence? Chosen from a standard list on level up? Treated as a skill?
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
-
- Posts: 566
- Joined: Sat Apr 09, 2011 6:18 pm
- android_version: 12 - Android 12
- Location: Chicago area, Illinois, USA
Re: classes
There have been other threads about classes in the past, which have ended in the conclusion that since our character is only about ten years old, they were unrealistic. Besides, Oskar seems to be heading toward a division based on our choices of good vs evil or law vs chaos, which would get really complicated with a bunch of classes as well.
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
-
- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: classes
No doubt there have been, as it's a natural thought in a fantasy rpg. I agree with Oskar that more content is more important than adding complexity. It would be a nice addition at some point, but quests and maps are the main point. But if you plan to do skills and alignment, classes seem within range for the "final" level of complexity.lady black wrote:There have been other threads about classes in the past, which have ended in the conclusion that since our character is only about ten years old, they were unrealistic. Besides, Oskar seems to be heading toward a division based on our choices of good vs evil or law vs chaos, which would get really complicated with a bunch of classes as well.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
-
- Posts: 10
- Joined: Mon Jan 16, 2012 10:41 pm
- android_version: 3.1 - Honeycomb
Re: classes
I've started working on a class (job) system (before I read the existing discussions about classes, heh). The code is at my Github fork if anyone is interested: https://github.com/Oshuma/andors-trail/ ... ndorsTrail
-
- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: classes
Can you give some pointers to the key files you changed?oshuma wrote:I've started working on a class (job) system (before I read the existing discussions about classes, heh). The code is at my Github fork if anyone is interested: https://github.com/Oshuma/andors-trail/ ... ndorsTrail
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
-
- VIP
- Posts: 339
- Joined: Fri Dec 09, 2011 7:40 am
- android_version: 5.1 - Lolipop
- Location: Gargoyle cavern, blindly hacking mobs to pieces till I find a rols!
- Contact:
Re: classes
Oic... Choose your job as a new player... Interesting, and interesting perks to each job class... @tomcat: follow the edit dates and/or the blue [Oshuma] edits
-
- VIP
- Posts: 1353
- Joined: Tue Feb 08, 2011 7:05 am
- android_version: 7.0
Re: classes
Thanks for the pointer, phyphydeaux wrote:Oic... Choose your job as a new player... Interesting, and interesting perks to each job class... @tomcat: follow the edit dates and/or the blue [Oshuma] edits

Definitely a nice start! So far, I see the Job class with differing starting stats (with Thief seemingly getting the best) and it being referenced by Player, but have not yet found what fundamentally differs in play. Any differences yet in the resources? Where do you plan to put job-specific abilities (e.g. spells for mage)? Skills? Whether or not, should some existing skills be limited or altered by job? I could picture there being General skills, Fighter skills, Thief skills, and Mage skills... and no reason they all have to be only every fourth level.
What would the Thief-specific skills be?
It makes sense to call them "job" instead of "class" in the code, since "class" it's a reserved keyword in Java, but I think maybe the interface should use "class", for better player recognition.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
-
- VIP
- Posts: 339
- Joined: Fri Dec 09, 2011 7:40 am
- android_version: 5.1 - Lolipop
- Location: Gargoyle cavern, blindly hacking mobs to pieces till I find a rols!
- Contact:
Re: classes
I didn't see any job specific skills added yet, however, the container for them is here:
https://github.com/Oshuma/andors-trail/ ... trings.xml
Line 41 for mp and 49 for spells
Lol, and I'm doing all of this on my phone atm...
https://github.com/Oshuma/andors-trail/ ... trings.xml
Line 41 for mp and 49 for spells
Lol, and I'm doing all of this on my phone atm...