TOD: map decisions

I had a bit of troubles recently, can’t make my mind on what system to use for the map and in general for the game. I want to avoid long walking, as I already said. But at same time I don’t want just a series of icon connected with passages, each one representing a room in the game. That would mean the game would be very short.

Instead I finally came up with what I think a good idea. A topdown map, in which you’ll see an icon representing your party moving on it, and the monsters as well. I’m thinking of making it real-time, with possibility to pause it. The combat instead will be turnbased, unless I change my mind at last moment. In any case, even if it will be real-time, I’ll add the possibility to pause the game any moment.

What would be cool with the map made this way, is that you could see where the monsters are positioned, and so try to avoid them. I want also to implement a sort of line of sight, variable for each monster, so if there are monster particularly blind you can move just behind them. Or if there are others too slow, you can outrun them. Then once you are near (on same cell of the map), the view zooms in and you start the first-person combat with the view I showed you in the previous post.

I’m making the map editor right now – since I plan to make a trilogy of this game, better build up proper tools, which probably will be released to the public after the 3rd episode so people can make mods.

TOD: encounter!

I’ve taken a break from the spells – because I need first to “visualize” the game. I made a topview map, which went out quite good I think. The problem now is, how to display the main view? the first person view? I made another mockup with photoshop using a background and some sprites that should be in the game, and looks like this:

tower of destiny encounter

I don’t think is bad: but I’m not sure if is clear, when playing. The graphic is a bit dark, but is obvious since is a dungeon. I hope that the visual is fine. The first line of monster is clearly visible, I think the problem is only in the 2nd line. In the other “dungeon crawler” games usually you have only one line of monsters so there isn’t that problem. I could do the same but I really liked the idea of having more “depth” in the battle, with close-combat first line and long-range 2nd line, similarly to what happens in Magic Stones.

Time to do some tests with this configuration now…!

TOD: point of views!

I paused doing the spells because I realized I haven’t yet decided what visual the game will have. I would like to make a first person visual like dungeon master, but I’m not sure it is an easy task to simulate a whole dungeon in 3d (even if is not real-time).

I mean, I should render several layers based on what the player see on the dungeon, with distant objects, monsters, etc. Also this would mean having a huge map to walk on. Exploration would take an importan part in this case.

However I’m thinking to use another system. That is, fewer “cells” (rooms were you can move) but with more interaction. Why have the player travel for hours into the dungeons, maybe looking for an item they should have found in a quest? I don’t like that pixel-hunting. One of the most tedious tasks in Diablo or even the recent Fate, is when you re-explore a whole map because you haven’t yet found monster X or item Y – and this takes several minutes of frustration, not fun.

So what’s my solution? my solution would be to have a map, yes, but smaller than the usual ones, in practice connecting directly all the rooms with something to do – so no more “empty rooms” with no purpose. But every room would have an encounter, a quest, a riddle, a door/chest to open, stairs going up/down to other levels, etc.

I am even thinking of displaying directly on the map what kind of stuff you can expect in it – not exactly which monsters/items of course, but just a generic icon that represent what you can find on it. I’m really thinking this would be a good idea because would cut my development time a lot (so could release the game sooner) but also would enhance the player gameplay, eliminating another frustrating part that is present in many other CRPG games.

I’ll soon post a screenshot of this system so you’ll understand better!

TOD: train your spells

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.

TOD: spells

I have replaced the old magic school description with the new ones. It makes much more sense now. This way White Magic won’t be only healing/protecting spells: will be spells related to life, purity, holiness and so on.
So I can add a white magic spell like “Summon Unicorn”. And also I can add a black (death) magic spell like “Vampiric Bite”.

The discriminating factor is the spell origins, rather than the spell type. Definitely much better.

Each spell will be classified in: healing, damaging, summoning, empowering, weakening and miscellaneous spell.
Will have different effect type: single shot, recurring (for example a regenerating spell that heals XX Hp every turn)
And target: single target, area of effect, or all target

It is a pity thought that the most powerful black magic spells will be available only in the second chapter of the game, when the dark elves race will be introduced… but I really have no choice since I prefer to add few races each episode but make them well, rather than having all the races from the 1st episode but doing them quickly, badly, without good characterization.

Ok now I have to start writing down the spells for each deity. Six schools of magic, 3 races each one with 2 deities and 10 levels means 360 spells already…! but surely I won’t add new spells on each level. Or I can have same spells belong to 2 or more deities.
Ten levels of magic would mean about 1 new spell for each school every 3 levels of the caster, if the game will allow up to level 30 characters in the last episode.
It seems a very good variety to me, maybe even too much for my forces 😀

But for now I’ll just start writing down the spells and see. Maybe it’s easier than I thought to make 180-200 spells!