free thoughts of Winter Wolves Games programmer

Fewer classes, but defined better

April 15th, 2007 Posted in roleplay games, tower of destiny, winter wolves games

As someone suggested in my forums, perhaps is better if I have fewer classes to start with, but more difference between each other, more unique. He also suggested as example the fact that in many RPGs the Paladin is just a warrior/cleric hybrid, while it could have more unique particularities.
So probably I’m going to look back at the classes and reduce the number from 12 to a more reasonable amount like 8, but each one having a unique gameplay.
I’m thinking about those main characters archetypes:
Offensive Fighter - fighter with high damage value, but few hitpoints/defense. Usually those are also long-range fighters since they can’t stand much hits on close combat (thinking about Rogue or Warrior)
Defensive Fighter - fighter with high hitpoint/defense but normal damage (Ranger and Paladin)
Offensive Caster - caster specialized in doing big damage fast (Wizard)
Defensive Caster - caster specialized in buffing party and casting defensive spells (Druid)
Healer - caster specialized only in healing (Healer)
Enchanter - caster specialized in charming or stunning the enemies (Sorcerer)

It is a scheme used already in many MMORPG, like Everquest or Dark Ages Of Camelot, but I think that nowadays is one of the best system. Even AD&D third edition is heading toward those set of rules.
So I’m thinking to reduce the classes to those 8, eliminating the Mercenary, Monk, Adventurer and Bard. That means only that in TOD won’t be present, but this doesn’t exclude future updates featuring new classess ;)

It’s better to start with fewer classes indeed, but maximize the gameplay for each one of them, rather than put lot of class but without much variation.
Also since I want to allow at least leveling up to 10 for each class, and I want to add new spells/special skills for each new level, it is already 80 different levels to think about! Definitely yes, is better to start small and expand the game later.

Yesterday I made some experiment with the fake 3d view of the game. I never thought that making it would be so difficult! In practice I have to render as many layers as the depth of view is. For example if I want the party to be able to see up to 3 cells in any direction, I must render 3 layers of view, scaling the picture down to create the illusion of distance. Not an easy task at all, need to make more experiments with it.

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