Category Archives: tower of destiny

TOD: skills,deities and spells

Ok today I made my final decision about skills and spells.

It will work this way:

  1. all races can be any class. some are more inclined to be casters than fighter, but they will be able to be good fighters anyway
  2. there will be 3 main stats: hit points, mana points and fatigue.
  3. there will be 2 main classes type: fighters and casters. Plus some hybrid like druids or skirmishers that can do both.
  4. The fighting classes will use fatigue to use special attacks that learn automatically as they level up and that unlock based on skills or attributes. Example there can be a special attack called “Swing Strike” that will require slashing skill >20 and dexterity > 10.
  5. The casting classes will have the spells based on their deity. Each deity has a set of different spells based on different aspects. So you will have a wizard dwarf that will be specialized in nuking opponents and create magic item for example. Or a human that can cast protective and self-empowering spells.
  6. For the casting classes, they’ll have restrictions based on the skills of a specific school of magic. Example, White Magic (the life magic) will include most healing spells from all the deities. Obviously the class healer will have more initial skills and will have a higher skill cap than any other class for White Magic.

I think this system rulez, because each deity will have his own white/black/red magic and so on, leading to lot of variety in spells. That’s why also I made “only” 3 races in the first episode. Those 3 races generates 6 different subset of spells list, and each spell will be of one of the five schools below:

White Magic White Magic includes mainly healing and empowering spells
Black Magic Black Magic includes offensive and damage over time spells
Red Magic Red Magic includes a mix of offensive and self-empowering spells
Yellow Magic Yellow Magic includes a mix of charming and summoning spells
Green Magic Green Magic includes a mix of weakening and regenerating spells
Blue Magic Blue Magic includes enchanting items and speed control spell

This way, the classical pure fighting classes like warriors will still have special attacks, based on their race/skills, but won’t be able to cast spells. Hybrid classes like skirmisher and paladins (and probably future ones like bards/rangers) will have both special attacks based on fatigue but also some spells based on their deities.

One thing is sure, will be a mess to program, even with just 3 races! πŸ˜€

TOD: difficulty levels

Talking with my customer/testers in forums, I’ve realized that there are basically 2 groups of people:

  1. those who like hard challenges, and are willing even to replay the game several times. They prefer less battles but higher difficulty for each battle, and maybe a time limit
  2. those who like just to play RPG and yes, even build up an invincible party. They like to kill thousands of enemies with their super characters, and don’t worry about time limits.

I am actually in the 2nd group too πŸ˜€ but I can understand also the needs of the 1st group of people. So I’m going to implement just 2 difficulty levels in TOD: normal and hard. The normal will be the classic standard CRPG, no time limit, no breakable items, etc.

The hard instead… MOUHAHAHA!! πŸ˜€ Will have a time limit, breakable items, tougher monsters.

Breakable items is a very important factor: if you find at one point in the game the superbastardsword +5, and you have a character master in slashing weapons, you’re done – because the weapon will never break. Instead if weapons can be destroyed using them too often, you have to carefully manage the items – maybe saving that super sword only for the most tough battles.

I am also thinking to eliminate the need of manually moving in dungeons by putting a sort of automatic mode to go back in specific (know) points. Like if you enter dungeon and arrive at the entrance of level 2, you can just go back to entrance with one click – the party will travel to the entrance and you won’t have to do anything but observe.

That is, if you don’t met a wandering monster in your way back πŸ˜‰

TOD: final races decision!

Ok I made up my mind at last! The first episode of TOD will have only 3 races: human, ice elf and dwarf.

Before you scream in horror continue to read: based on some users feedback, I decided to break away from the standard rpg archetypes, like the elf is a good ranger, the dwarf good fighter, etc. Each race will be capable to be any kind of class from warrior to healer, and will have simply different spells, based also on deities.

The deities choice will determine what kind of “prayers” (spells) your character will be able to learn. For each race there will be 2 deities so those 3 basic races will expand to already 6 different character archetypes. So as you can see isn’t that bad. Plus the already planned races (Dark elves, Orcs, Wood Elves) will be added in the future game expansions.

I’m very happy about this solution, because indeed it gives the user a wider choice. So you can have a ice elf fighter and a dwarf wizard, if you want πŸ˜€

TOD: character creation

Ok so I’m starting to work on TOD character creation. I’ve decided to change the available races. I’ve removed the “half-elf” because… I don’t like it πŸ˜€

Seriously, I want to make some differences from the standard AD&D rules/classes/races! so here it comes, as you can see from the screenshot below (click it to enlarge):

tower of destiny character creation

Human is the classic base race, then there are Ice Elf, Wood Elf, Dark Elf, Dwarf and Orc (yes the orc portrait is still missing from the game…).

A brief description of each race below:

Humans are the most versatile race: capable to learn any class or skill, they rarely reach extraordinaire levels in a specific one. They’re more inclined to become warriors than spellscasters.
Ice Elves are gifted with innatural intelligence and quickness, making them really excellent spellscasters or long range fighters.
Wood Elves are very similar to Ice Elves since are very quick, but have high wisdom instead of high intelligence, and are a bit stronger in melee combat.
Dark Elves are the best choice for spellscasters, having good values in all the three primary casting attributes. They have low constitution and aren’t suited for close combat.
Dwarves are tough and strong, but very slow, so are a perfect choice only for defensive fighters. Casters aren’t very frequent in the dwarf race but is still possible to find some.
Orcs are the second most common race in Aravorn after humans. They learn fast and are very strong and robust. Orc casters usually have weaker spells and run out of mana easily.

    More infos coming soon!

    TOD: class specific attributes and more

    I did more experiments on the view of the game, I’m happy about the classic first person view, a la Dungeon Master, even if of course the gfx efforts will be more than a simple 2d topdown/isometric view.
    Call me nostalgic but I really want to recreate the atmosphere of those old classic, and keeping that visual feeling will be essential.
    I’m still thinking about the classes. I want to innovate a bit, but at same time don’t want to push it too hard…since I still need to sell a decent amount to live, I don’t want to revolution the roleplaying genreΓ‚ yet πŸ˜‰
    Anyway you can be assured that you won’t find only similar spells to the classic AD&D spells “magic missile” or “fireball”. I want to make also some original spells, for all the casting classes in the game, which right now are Druid, Wizard, Sorcerer and Healer.
    Also I’m thinking about the use of the other attributes like Knowledge, Wisdom and Intelligence for non casting classes, and viceversa. They’ll have some impact for sure, but of course not as the main ones.
    Knowledge could influence how many new moves a fighter can learn per level, for example. Still would be hard to find another use also for Wisdom and Intelligence. Also, in this case would mean people could make a fighter with average skills and be better than a big tougher one? sure, intelligence plays an important role in fights, but if a small fighter can overcome a big strong one, is mostly thanks to the quickness, agility, rather than pure intelligence. I think is more the instinct, reflexes that guides a fighter in the frenzy moments of a close range fight…!
    Nonetheless I’ll try to find a proper use for all the attribute, for all classes. But fighters will be more influenced from the fighting attributes, and casters will be influenced more from the casting attributes.