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Author Topic: Game Design Update: 3/22/09  (Read 515 times)
Vassi
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« on: March 22, 2009, 11:21:42 PM »

We've been working on more of the class information the last couple of weeks.

Right now we're in the process of working out how the craft system is going to work, and what kinds of things will have to be done to construct things and the like. This will start leading into the other classes and how their progression will work, what kinds of skills, etc.

I don't have a lot more concrete information to share with you at the moment, but I will say that we're very keenly looking at the difference between skills and abilities. We're trying to be very clear on skill training; essentially, if a skill is trained it will be because it affects some kind of roll. In other words, if some command carries the possibility of failure it will be governed by a skill. Anything else is an ability.

In most cases it will be a kind of combination of the two. To take a DFC example, berzerk should have been an ability instead of a skill. Using the berzerk command conveys certain benefits and penalties, but it is still an ability that you have - the attack roll should be governed by your skill in whatever weapon you're berzerking with.

Months ago I posted various thoughts on guilds and ability acquisition, if you go back and find them you'll have some idea of what ideas we're still toying with. Abilities, and research, will most likely be acquired via some kind of purchasing system as you level up.

Lastly, we're working on an extra class for each realm that will be akin to Rangers. Initially we left them out because we thought we could do without, but the more we work with it the more it feels like it would be a loss to proceed without dedicated arrow chuckers. Also, we have several name changes for some of the classes and races - one race (for the Mictali) is being swapped with a more interesting one. I'll try to be more clear on these when we nail them down a bit more.
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