crafting (was dungeons exploration)

A fantasy otome RPG about three young thieves with special skills https://www.winterwolves.com/queenofthieves.htm
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

I've split this from the dungeon since it's not related to that really! I finished the screen:
Image
I'm very happy about the result, it's already quite fun to experiment with the various combos. Right now as said before I have 1 socket for head/feet slots/items, and 2 for chest/legs.
However I don't have a stats/resistance slot, I am thinking to simply assign different gems to have resistances. Maybe they will be used only by Nightmare players to mitigate some enemies specific elemental damage.
I'm doing this because otherwise I don't think is good to have a socked FIXED only for resistances ? Or I could even add an extra socket to each slot, so it becomes 2-2 and 3-3 and reserve that other one to resistance only.
In general I don't want resistance to become too high because otherwise as yaysword said, could nullify some spells completely :o
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yayswords
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Re: crafting (was dungeons exploration)

Post by yayswords »

Female characters + two leg sockets trolol (a bit like this)

Maybe you could just do away with resistances on gear/gems altogether. Defense already helps against spells. It's not like there's an extra layer of protection against physical damage.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

yayswords wrote:Female characters + two leg sockets trolol (a bit like this)
lol at first I didn't understand what you meant... now I do :mrgreen:
yayswords wrote: Maybe you could just do away with resistances on gear/gems altogether. Defense already helps against spells. It's not like there's an extra layer of protection against physical damage.
OK but I was doing it for more variety, otherwise the other gems would just provide even higher stats (Attack +5, Defense +6, etc) ?
Troyen
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Re: crafting (was dungeons exploration)

Post by Troyen »

Maybe you could have some unique gems (not three levels, but just one level - on par with the +3 level of other gems) that have certain effects. You can only have one of these gems equipped at a time (maybe once per character? or one of each? or only in the chest slot?).

Some ideas:
- Debuff durations on the character are reduced by 1.
- 1 SP/regen a turn.
- Character has +5 fame while wearing it.
- Melee attacks inflict Burning.
- Some effect similar to bramble coat (deal damage upon taking damage), though not quite as powerful as the skill itself.
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

Yes that is a good idea, though some parts of it would require some extra coding / design (like the limitations and so on). So I think for now I am going to make some powerful gems for the base stats, like having a bonus to all resistances and stuff like that. I don't want to go feature-creep like with SOTW again :lol: My plan for next days is to resume working on the catacomb, since have still 8 levels to code/design/write the storyboard.
After that, there are also all the robbery missions. So I want first to do the core part of the game and add more extra stuff later maybe (even this gem socketing thing wasn't planned, though I'm glad I did it because is quite fun to use).
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yayswords
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Re: crafting (was dungeons exploration)

Post by yayswords »

I'm having a hard time putting into words why I don't like those resistance gems (too nerdy, too situational?), but I can say I like the idea of a universal resistance gem better. Also if you want more basic gem types there's health and mana.

Another thing to note is if we can raise attack but not accuracy (and I mean accuracy - not crit) through items that probably means that we'll always want to take accuracy over strength on level ups.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

I have already done HP/SP gems too :)
You can raise Attack and Critical Hit because Critical Hit is the actual stat. Accuracy is the attribute linked to Critical Hit. But similarly the gem raise Attack, not Strength who is the attribute linked to Attack. If you notice, in the battle the value displayed on the portrait is indeed Critical Hit, not Accuracy.
It's the same final effect :)
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yayswords
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Re: crafting (was dungeons exploration)

Post by yayswords »

No it's not, because raw damage is attack times accuracy, is it not?
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

All attributes =>stats. No "source" attribute is ever used to calculate damage or anything related to combat :)
You increase strength, to increase attack. Or accuracy to increase critical hit values. But only derived stats are used to damage calculations.
Raw damage is attack x critical hit. It's probably a bad name to use "Critical Hit", since is a bit confusing. In game I used Critical Strike when the player does double damage.
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jack1974
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Re: crafting (was dungeons exploration)

Post by jack1974 »

Anyway: I think it works very well. I tested in Nightmare, and there's a very tough battle in first level. You can move along and kill more enemies to gain level and unlock skills (initially you have just 1 skill) and come back later to try again, or plug several gems and beat it :) The gems stats bonus is good but (in general obviously) not enough to beat enemies without leveling to get access to more variety of skills.
(In my case I used a cheat mode to get some powerful gems early, but would be hard for the player!)
So I can say I'm quite happy so far. Now back to work, my aim is to finish the whole catacomb thing by mid-July!
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