Are you trying to subdivide the commands or something? I don''t get the idea in this conversation...
On a tangent note, I remember a genesis game where you had only 4 skills for each character, and got to choose which one would be the stronger skill. Does that count?
If you could have only 5 skills...
You may want to seperate your stats from that group before you try dividing it any more, unless your trying to do away with stats in games or something.
But anyway, what I wanted to add is that you may want to look at a system like that of final fantasy tactics. The only thing that you''d probably like to change from a system like fft''s is to have a less broad range of classes and each class be much deeper.
In case you have played the game, you ould, for example, group all the magic using classes into one (ie: wizard, priest, time mage, geomancer, summoner), etc.
But anyway, what I wanted to add is that you may want to look at a system like that of final fantasy tactics. The only thing that you''d probably like to change from a system like fft''s is to have a less broad range of classes and each class be much deeper.
In case you have played the game, you ould, for example, group all the magic using classes into one (ie: wizard, priest, time mage, geomancer, summoner), etc.
I don''t think I would attempt to make an RPG and limit myself like that. My RPG currently has the following stats:
Strength
Constitution
Dexterity
Agility
Intelligence
Piety
Charisma
Appearance
Hit Points
Skill Points
Mana
Disease Resistance
Magic Resistance
Poison Resistance
Some of these are based on others.
As for skills, there are several dozen and specifics within some of those skills (weapons).
I opted for more realism than making character maintenance easy.
Strength
Constitution
Dexterity
Agility
Intelligence
Piety
Charisma
Appearance
Hit Points
Skill Points
Mana
Disease Resistance
Magic Resistance
Poison Resistance
Some of these are based on others.
As for skills, there are several dozen and specifics within some of those skills (weapons).
I opted for more realism than making character maintenance easy.
Former Microsoft XNA and Xbox MVP | Check out my blog for random ramblings on game development
I only need three skills : omniscience, omnipresence, omnipotence.
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C++ Stuff [ MinGW | Loki | SDL | Boost. | STLport | FLTK | ACCU Recommended Books ]
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
quote: Original post by Fruny
I only need three skills : omniscience, omnipresence, omnipotence.
LOL For a god game, of course !
Sancte Isidore ora pro nobis !
-----------------------------Sancte Isidore ora pro nobis !
The idea behind this is to keep skill development to a minimum but to still have a sense of progress through the bettering of a character. For example, I don''t think I would ever have a skill called Taste Identification. If I wanted to see how a character would deal with starting to drink or eat something I''d check how smart he is (Mind/Mental). I wouldn''t make a seperate skill for it unless there''s a lot of focus on that aspect in my game.
Simply put, my ideal game would focus much more on gameplay than skill development. Of course, that''s not to say that if you have 50 skills to develop that your gameplay will be lacking. I just don''t find skill development personally entertaining.
Simply put, my ideal game would focus much more on gameplay than skill development. Of course, that''s not to say that if you have 50 skills to develop that your gameplay will be lacking. I just don''t find skill development personally entertaining.
I''m not too familiar with Pen And Paper rules, I suppose this is why you want to be able to subdivide along category lines for the immense amount of stat numbers that would have to be tracked. Though, bear in mind that a game like final fantasy tactics treated most of its skills with a faily small set of variables. This was crucial to the idea that the player should be able to learn the system in and out and take advantage of it for strategic purposes. Granted, the skill set was rather huge and maybe a little anal retentive in it''s letting you use those skills. But when you made some good combinations, like a Monk with squire''s Basic Skill command, you could use Acculumate to raise your PhysicalAT, and then use the Punch Art skills that took advantage of PhysicalAT. What you could do is try to consolidate. There are a lot of possible skills you could create, but try and analyze if they''re neccessary or not. Then expand on tactical skills. Also, try and be consistant.
My top 4 by the way, since I can''t think of a 5th,
Physical
Curative
Tactical
Magical
-> Will Bubel
-> Machine wash cold, tumble dry.
My top 4 by the way, since I can''t think of a 5th,
Physical
Curative
Tactical
Magical
-> Will Bubel
-> Machine wash cold, tumble dry.
william bubel
quote: Original post by GameCreator
The idea behind this is to keep skill development to a minimum but to still have a sense of progress through the bettering of a character. For example, I don''t think I would ever have a skill called Taste Identification. If I wanted to see how a character would deal with starting to drink or eat something I''d check how smart he is (Mind/Mental). I wouldn''t make a seperate skill for it unless there''s a lot of focus on that aspect in my game.
Simply put, my ideal game would focus much more on gameplay than skill development. Of course, that''s not to say that if you have 50 skills to develop that your gameplay will be lacking. I just don''t find skill development personally entertaining.
Bear in mind that you dont have to show everything to the player !
In the system I described earlier (it seems I went unnoticed... too lengthy, I guess), the great thing is that you dont have to describe every single particular case of use of a combination of the basic stats.
Similarly, you dont have to show the player what are all the possible and existing levels in the various existing skills.
The player only knows the skills he practices/knows very well, the rest is at a default level.
Behind the veil, you have the heavy machinery, taken care of by the computer, and on the screen, the player only sees a few stats that say something, but not *everything*.
This 5 skills thing is one way to do that. But who said you had to do everything the same in front and behind the veil ?
Sancte Isidore ora pro nobis !
-----------------------------Sancte Isidore ora pro nobis !
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