Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

Class leveling and more

I really want to make hard to level in my game. I always hated the japanese RPG in whose you level every 5 seconds of the game… ! 🙂 I prefer the AD&D approach in which each level is a hard conquest. It makes it more important, like you achieved really something worthwhile and not just “another of those 150 levels” 😀

I’ll treat skills and levels differently though. Leveling won’t mean you can raise your edge weapon skills. A young level 1 fighter could reach 100 in edge w. skill for example, but would have less HP and know less special attack. So it would hit more often with swords, but would take less hits to kill him (since has fewer HP) and he wouldn’t know some really special attacks that I’m defining right now (some with damage over time effect for example).

Of course reaching 100 in any skill would be a rather hard task. So while in theory it could be possible, in practice would be better balanced. More likely for example to have 2 fighter with:

Fighter level 1 – 25 edge w. skill – 15 HP and basic attack moves

Fighter level 3 – 20 edge w. skill – 32 HP and extra attack moves that would make him a tougher opponent in battle

I plan to implement this system even for casting classes.

Fewer classes, but defined better

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.

Tower of Destiny classes

Ok so in previous post we saw the races you can choose to create your character. Let’s see the value of each attribute, and what is their influences on the gameplay:

character attributes

As you can see there’s a net division between Fighting Attributes and Casting Attributes. This won’t mean the game will be only hack’n’ slash, but I didn’t put the classic attributes like Charisma for several reasons:

  1. I don’t want to have a system that uses the same old attributes and rules (AD&D anyone?)
  2. This game will be a dungeon (in this case Tower) exploration. Not hack’n’ slash but surely lot of battles to solve your quests, but I want to put also logical puzzles, specific tactics to use vs different enemies, etc.
  3. There won’t be many dialogues, there will be a main plot and quest/subquest but honestly since you have a party, you won’t be able to influence the outcome just because your leader is a sexy dark elf. Maybe I’ll do that, but in another game 🙂

And here goes the classes table:

tower of destiny classes

There are total 12 classes. I wanted to put a mix of the classic ones (druid, wizard, paladin, ranger) with some new ones like mercenary, adventurer. I’m currently checking the default skill of each class but probably they are almost definitive ones.

I realize that those gif screenshots aren’t the best, so if you want just bookmark this pdf link: http://www.towerofdestiny.com/gamedata.pdf

I’ll keep updating it with the storyboard of the game as soon as I make new changes, so you can read it surely better than gif images… 🙂

New CRPG: Tower of Destiny on design stage

I’m started working on another CRPG called “Tower of Destiny”. It will be similar to the old Dungeon Master/Eye of The Beholder games. Right now all I did is the various races table, with attribute variations based on your choices:

tower of destiny races

There are the classic races plus some particular ones like Dark Elf and Orc. I always wanted to play the role of Dark Elves, about the Orcs well… they can be fun to play if you’re looking for someone big, strong and …stupid 😀

New Magic Stones update on the way…

Now that I’m finished with TV Station Manager, I’m working again on another Magic Stones quest… it’s coming along nicely, this time the difficulty will be very high since I always get complaint about the fact that is too easy (probably mostly from veteran rpg players).

Since this new update will cost $5, I’m now thinking what to do to make it worthwhile, even if lot of people already said that I had already given away so much free content, that I could just release a new quest and nothing else.

But no, I’m thinking to add the new quest and something more also. I’m still evaluating some ideas:

  1. Very simple: release TWO quest at once instead of one. Probably the most expensive one in term of graphics, but easier since I don’t have to write lot of new code except the new avatars and special attacks.
  2. Improve greatly the Wilderness zone. Adding really tough battles only for specific higher druid levels (so the druid level must increase too).
  3. Revamp the druid system. Add some new skills, like “perks” of Fallout. For example everytime you level, you could choose a new skill. The skills could be anything, from higher mana regeneration, or more powerful avatar of a specific element, etc.

So as you see I have only to choose. I’m thinking to do point 2 right now, even if point 3 isn’t bad. Keep looking the blog and the forums, I’ll post new info soon! 🙂