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classes

Unstructured ideas, requests and suggestions for the development of the game.
Tomcat
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Re: classes

Post by Tomcat »

phydeaux wrote: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...
Ahh, thanks again, phy. And so am i!
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Antison
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Re: classes

Post by Antison »

I would hate to see classes implemented!!! Game is great w/o them. BTW, no range weapons either as it does not fit with the current combat style.
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Tomcat
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Re: classes

Post by Tomcat »

tek wrote:I would hate to see classes implemented!!! Game is great w/o them. BTW, no range weapons either as it does not fit with the current combat style.
If you don't like new classes, keep playing fighters. There should be very little difference.

Range weapons, including spells, would be a much bigger change .. making selection of target slower, and assuming the monsters get them too, potentially making combat more complex and slower. I realize that we're not aiming for Diablo III-Android. There are some things I'd like to upgrade in combat, but I'm ok without range weapons.
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nyktos
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Re: classes

Post by nyktos »

the way i see it, classes are a source of skills.
they are focused on what that character does [professions, hobbies, etc.]
classes also set multiple characters apart, based on these differences.
(each class having its job to do supporting the party)

sure, our hero meets a mage & a few thieves along the way,
but i consider his class to be "hero" - adept at the varitey of skills available.
being alone in his quest, his best bet is to be well rounded.

classes also suggest restrictions
the ChaR seems like a mage weapon or spell - but our hero can use it freely
and mages in most RPG's cant equip shields like our hero can.

so, in my eyes our hero is a tiny jack-of-all-trades. no class system needed.
maybe he can apply at the academy in Blackwater & learn some 'buff' spells
:lol:
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oshuma
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Re: classes

Post by oshuma »

Tomcat wrote:Can you give some pointers to the key files you changed?
Most of the changes went into the Player and Savegames classes, with some changes to WorldSetup. I had to pass around a Context in a couple places, but I've tried to keep the same method signatures where possible (with sensible defaults otherwise).
Tomcat wrote: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.
As it stands now, the only difference in the jobs/classes is their starting stat modifiers. Having job specific skills is definitely on the TODO list, but this is just a rough sketch so not sure how I'll implement those yet. Also, the existing 3 jobs (Fighter, Theif, Mage) are just templates I used to get the ball rolling. We could start a thread for job requests to make things more interesting (Barbarian, Witch Doctor, etc.).

As far as job specific skills, I'm up for suggestions. A neat Thief skill would be the typical 'Steal' where you could get a random drop-item (or gold) from a monster (or possibly NPC). As far as Mage skills, since there isn't any ranged combat (yet), the spells could just act like a normal attack (must hit closest enemy). We might want to implement some sort of MP for mage-type jobs, so they could use that to cast spells and use AP for normal attacks/item usage.
Oh, and I've created an issue on the Google Code repo site, so once the details get worked out maybe it'll get merged into the main repo.

http://code.google.com/p/andors-trail/i ... ail?id=295
Last edited by nyktos on Tue Jan 17, 2012 10:54 pm, edited 1 time in total.
Reason: triple post condensed - please refrain from double posting, thank you! =)
phydeaux
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Re: classes

Post by phydeaux »

I thought I saw a mp container added in your code... That would be something to ads in to the level up options, as I didn't check those... I like the startup changes, and btw another good thief skill would be first strike (assassin like)
oshuma
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Re: classes

Post by oshuma »

phydeaux wrote:I thought I saw a mp container added in your code... That would be something to ads in to the level up options, as I didn't check those... I like the startup changes, and btw another good thief skill would be first strike (assassin like)
Nope, I didn't add anything new as far as the stats go. Probably gonna wait until we get the details hammered out a bit more.

Great idea on the Thief skill!
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Antison
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Re: classes

Post by Antison »

nyktos wrote:the way i see it, classes are a source of skills.
they are focused on what that character does [professions, hobbies, etc.]
classes also set multiple characters apart, based on these differences.
(each class having its job to do supporting the party)

sure, our hero meets a mage & a few thieves along the way,
but i consider his class to be "hero" - adept at the varitey of skills available.
being alone in his quest, his best bet is to be well rounded.
classes also suggest restrictions
the ChaR seems like a mage weapon or spell - but our hero can use it freely
and mages in most RPG's cant equip shields like our hero can.
so, in my eyes our hero is a tiny jack-of-all-trades. no class system needed.
maybe he can apply at the academy in Blackwater & learn some 'buff' spells
:lol:
I couldn't agree more. :) +1
"A home without a beagle is just a house"
Sarumar
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Re: classes

Post by Sarumar »

tek wrote:
nyktos wrote:the way i see it, classes are a source of skills.
they are focused on what that character does [professions, hobbies, etc.]
classes also set multiple characters apart, based on these differences.
(each class having its job to do supporting the party)

sure, our hero meets a mage & a few thieves along the way,
but i consider his class to be "hero" - adept at the varitey of skills available.
being alone in his quest, his best bet is to be well rounded.
classes also suggest restrictions
the ChaR seems like a mage weapon or spell - but our hero can use it freely
and mages in most RPG's cant equip shields like our hero can.
so, in my eyes our hero is a tiny jack-of-all-trades. no class system needed.
maybe he can apply at the academy in Blackwater & learn some 'buff' spells
:lol:
I couldn't agree more. :) +1
+1
Sarumar
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oshuma
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Re: classes

Post by oshuma »

nyktos wrote:so, in my eyes our hero is a tiny jack-of-all-trades. no class system needed.
maybe he can apply at the academy in Blackwater & learn some 'buff' spells
:lol:
I agree. :D The only real reasons I added classes was to give the hero a bit more personalization and (mostly) out of boredom. Heh. Also had the idea of giving monsters classes to provide a bit more variety (under the hood). Not sure if oskar has already done something like that.
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