free thoughts of Winter Wolves Games programmer

TOD: train your spells

June 7th, 2007 Posted in roleplay games, tower of destiny

I’m still adding the spells, and had what I believe a nice idea. In most RPG games, your spells at level 1 just sucks :) then when you level up, you gain more/new spells which are more powerful, and so on.

In many games like the most popular million dollar budget RPGs, the spell at level 50 is just the same spell at level 1, but instead of being named “Spark”, it is named “Infernal Flame”, and instead of doing 1dmg, it does 150 dmg!

What if the same spell you get at level 1 can be trained up and become that level 50 spell? why there’s the need to change the name and everytime replace it in your spellbook? it is wasted time for the player on a boring task!

In my game Tower Of Destiny, you’ll be able to train the spells you get at level 1. How? practicing it. In combat only, except for non-combat spells. For example, a spell like “summon food”, will increase everytime you cast it even if outside the combat. But a spell like “Heal” or “Summon Giant Rat” and so on will increase only if you cast it during the combat (to prevent cheating or bots).

I think that’s much better. This way every new spell you get, will be really a new spell - and not just a replacement for your old one. For a Red Wizard for example you’ll be able to learn the “Fire arrow” spell at level 1 and it will do just 1-3 dmg. But as you keep using it, you’ll be able to raise the damage as you level up.

Of course, there will be some checks: if you level up too fast for some reason, or if you use other spells, the basic damage value will scale accordingly to your level (I don’t want a level 10 wizard doing 1-3 dmg!) but at the same time it won’t be so powerful as it could be if you kept using it during combat.

This way each caster will shape up as you want it - and even if you get a new spell every 3 levels, they’ll be really new ones, not just older one renamed.

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