Fantasy Worlds: Age of the Sun (skills)
Ok, im working on a 3d game called "Fantasy Worlds: Age of the Sun" I plan to make sequels to it also. but this is not my current problem... ...ive got a list of about 9 or more skills, can you help me change the names to less used rpg skills, and add some interesting new ones? - Attack - Defence - Strength - Magic - Sneak - Theif - Speed - Archery - Hitpoints Ok, so have you got any ideas? Im also looking for help on this project, as at the moment its just me, check out my help wanted post HERE for more information Thanks FireStone Studios
FireSton StudiosTeam LeaderFantasy Worlds: Age of the Sun
offence,
defence,
endurance,
mana, or whatever you can think up,
...
...
agility
marksman
health points[grin]: HP
HTH
-Stenny
defence,
endurance,
mana, or whatever you can think up,
...
...
agility
marksman
health points[grin]: HP
HTH
-Stenny
What do I expect? A young man's quest to defeat an evil sorceror while discovering the truth of his origins. A plucky youngster attended by her brutish guardian. A powerful artifact which has been broken into a small number of artifactlets distributed around the world.What do I want? Fewer damn cliches. - Sneftel
Some of the things you guys have listed don't sound like "skills". Most RPGs separate skills from attributes, with skills being stuff you can learn and get better at. For example you can learn to sneak or shoot, but you don't learn "Hitpoints".
If you are aiming for simplicity, go with this design. I vote for separation of skills and attributes, though. It doesn't have to reflect on gameplay mechanics and it's more intuitive and organized.
If you are aiming for simplicity, go with this design. I vote for separation of skills and attributes, though. It doesn't have to reflect on gameplay mechanics and it's more intuitive and organized.
Maybe attack and defense could be more specific like blade, axes, etc. and block, parry, etc. For defense you could also do something like Oblivion where they have things like Heavy armor and Light armor skills.
Some of the skills you listed sound more like attributes than skills like strength, magic (everyone uses mana so magic should be okay), speed, and hitpoints. I agree with Digibo that skills and attributes should be seperated unless you have an intuitive way of making them go well together.
Some of the skills you listed sound more like attributes than skills like strength, magic (everyone uses mana so magic should be okay), speed, and hitpoints. I agree with Digibo that skills and attributes should be seperated unless you have an intuitive way of making them go well together.
F-R-E-D F-R-E-D-B-U-R...G-E-R! - Yes!
hitpoints which is commonly used, i think people would say you cant really replace but the name i like for Health has been Vitality.
Attack = Engage
Defend = Protect
Strength = Force
Magic = Mysticality
Sneak = Lurk
Thief = Sleight of Hand(D&D)
Speed = Stamina(Used in Diablo)
Archery = Engage in Range
Hitpoints = Vitality
I hope this helped.
Attack = Engage
Defend = Protect
Strength = Force
Magic = Mysticality
Sneak = Lurk
Thief = Sleight of Hand(D&D)
Speed = Stamina(Used in Diablo)
Archery = Engage in Range
Hitpoints = Vitality
I hope this helped.
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