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Character generation & development

Started by Lurler, November 26, 2013, 11:50:46 PM

Lurler

Original post: http://atomictorch.com/Post/30

Quote
I will make it short, but I would like to share our views regarding the RPG system and character development in the VoidExpanse. We had a lot of discussions about this ourselves, but the basic idea was always the same - to only add features that make the game fun!

So, here are some principles of our design for the game:
* Make the game an RPG. That was, after all, our most important decision from the beginning. This would enable the player to advance their character, and subsequently the ship as the time and game story progresses.
* There must be a character generation when you start a game. Here is what we have so far - work in progress character generation screen.
* No stats for character. That wouldn't make much sense to add attributes such as "strength" or "dexterity" as in classical RPGs. We could have, of course, made that work with attributes like "reaction", "intelligence" or "accuracy", but there is just no reason for it. It wouldn't add anything to the game.
* What we wanted to add was skills, and a whole lot of them! Skills as in "Diablo 2 - skills"! Here is an example of skill tree in VoidExpanse. It is an example of asteroid mining tree. It is of course work in progress, but it is very close to what we will have when we launch beta. Oh, and this skill tree is procedurally generated too. You can add as much skills as you want and the game will automatically generate a skill tree for you! That means all the skills can be modded.
* The skills themselves are mostly passive, grating you access to a particular technology or ability, or increasing your character efficiency with something. In the example above the first skill in mining tree grants access to asteroid mining in general. It means that anyone can start mining quite easily, but to become really a proficient at it you will have to spend some time advancing down the tree to get better skills and increase your efficiency.
* Now, how do you get these skills in the first place? For this you will need to spend skill points. Each skill can cost anywhere between 2 to 10 skill points, but usually around 5. Each character level you acquire 10 skill points which means you can usually get around two skills each level.
* To advance your character to a new level you need experience points. You receive these from a lot of sources, for example in combat when you defeat your enemies or from missions and a few other sources.
* Now what about character classes and pursuing a particular path? That is interesting topic and I want to talk about character classes in details, so I will make a separate post for it. In short - we want to give players the ability to develop their character in a particular direction. But at the same time I want to allow for multi-classing.

Well, I think that pretty much sums up the basics of the character development system!

What do you think of all this?
Do you possibly have ideas to make it better?