I'm working on a RPG and after doing some research on skill trees, fount most of them lacking.
The skill tree I wan't to use is based on FinalFantasyX the sphere grid,but had to abandon the idea when most of my test runners struggled to under stand how it works.
because my game needs to be user friendly to draw in non RPG fans I decided to go with the basic skill tree used in many games, like in diablo 2
or dungeon siege, unfortunately compared to the rest of the game it feels to simple and over used.
I am hoping some one can think of a better skill tree than me,I feel that my mind has been tainted by my research and love for complexity.
A important note: In my game you don't level up, skills are purchased with items found in the game and won from battles, strong skills are bought with rare items ens...
In the game you control 6 party members that fight on a real time turn based battle system against as many as 12 opponents, the battle is a bit more complex than most, but none of the testers struggled with it.
Classes are wide spread and I am adding more each day(The basic are there diablo 2), skill trees are class specific.(I am playing with the idea to change the way the skill tree works based on class e.g. basic skill tree for warrior and complex for wizard.)
please share all your thoughts about this,the game is still in the early stages.
Edited: Thanks to Plethora I have a new concept.
The puzzle pieces will be the grids with the orbs as the skills.(Red Attack,blue defence and green a buff)
The yellow lines show how thy will connect, smaller orbs are levels(1 large +4 small = 5 = 20% improvement).
Finally the purple will be the second layer made from combining grids.
This concept was rushed and only took about 5 minutes to make, do not judge the final game by this.
I welcome your proposals on improving this system or even thinking of a better one.