Classes
Started by Drackir, Oct 11 2005 06:51 PM
9 replies to this topic
#1
Posted 11 October 2005 - 06:51 PM
Here are some ideas for classes.
Warrior
Initial Bonus/Main Stat: STR
STR Improves: Hit/miss ratio and hit strength on all melee weapons. (Swords, Axes, Etc.) Range limited to 1 square around user.
Mage
Initial Bonus/Main Stat: INT
INT Improves: Hit/miss ratio and hit strength on all spells. (Eg. Healing LVL 1, Firball LVL 2, Etc.) Spells will have different levels that will improve range.
Ranger
Initial Bonus/Main Stat: DEX
DEX Improves: Hit/miss ratio and hit strength (somewhat) on ranged weapons. (Shortbow, Crossbow, Knives?, Etc.) Larger bows/crossbows will improve range.
Any more ideas are welcome.
Warrior
Initial Bonus/Main Stat: STR
STR Improves: Hit/miss ratio and hit strength on all melee weapons. (Swords, Axes, Etc.) Range limited to 1 square around user.
Mage
Initial Bonus/Main Stat: INT
INT Improves: Hit/miss ratio and hit strength on all spells. (Eg. Healing LVL 1, Firball LVL 2, Etc.) Spells will have different levels that will improve range.
Ranger
Initial Bonus/Main Stat: DEX
DEX Improves: Hit/miss ratio and hit strength (somewhat) on ranged weapons. (Shortbow, Crossbow, Knives?, Etc.) Larger bows/crossbows will improve range.
Any more ideas are welcome.
#2
Posted 24 November 2005 - 10:02 AM
Ahh, classes. Sure, it's easier to have everything governed by mathematics (experience points, HP, MP, all kinds of points), but the truly groundbreaking games were Mario and Zelda. PC games have a harder time basing goodness on any actual human talent as they can tend to be clunkier and have layers and layers in between the player and the game, but you can't beat Zelda for smoothness and replayability. An example from Runesc@pe: there are calculators online into which you input the experience your character has in individual categories. It will calculate exactly how many logs you must cut to go up a Woodcutting level, how many bars of gold you must smelt, how many leather jackets to sew... It makes life so religeous, to have to follow all those numbers.
That said, yeah, great ideas, how about:
Wisp
Initial bonus/Main Stat: DEX*4 (although all other stats are lessened by a factor of 4)
Dagger/small piercing weapons for close combat.
Basically, this class is very wispy and very, very hard to hit. Although it suffers in areas such as strength, it will dodge to live long enough to finish most battles.
Monk
Initial bonus/Main Stats:STR/WIS.
(Wisdom can lead to a higher understanding of one's surroundings, and thus such things as identifying magical items or finding weak spots in opponents)
Monks are incredible warriors with unarmed combat, but their weak defense can leave them very vulnerable unless properly compensated.
Just some ideas.
That said, yeah, great ideas, how about:
Wisp
Initial bonus/Main Stat: DEX*4 (although all other stats are lessened by a factor of 4)
Dagger/small piercing weapons for close combat.
Basically, this class is very wispy and very, very hard to hit. Although it suffers in areas such as strength, it will dodge to live long enough to finish most battles.
Monk
Initial bonus/Main Stats:STR/WIS.
(Wisdom can lead to a higher understanding of one's surroundings, and thus such things as identifying magical items or finding weak spots in opponents)
Monks are incredible warriors with unarmed combat, but their weak defense can leave them very vulnerable unless properly compensated.
Just some ideas.
sum day ill eat ur cat ricko...
#3
Posted 22 January 2006 - 09:50 PM
Please do not forget the rouge/assasin character
Initial bonus/Main Stats:Dex/Cha/Int
adds for more, or less trouble with sneaking and aquisition of, umm, unowned objects.
I could literally still the platemail off a bulky warrior chap, Literally!
ranged (if available) would be easy to avoid but a solid but accurate melee attack could splatter an assasin across the map.
speed and accuracy. first in first out is the key.
Initial bonus/Main Stats:Dex/Cha/Int
adds for more, or less trouble with sneaking and aquisition of, umm, unowned objects.
I could literally still the platemail off a bulky warrior chap, Literally!
ranged (if available) would be easy to avoid but a solid but accurate melee attack could splatter an assasin across the map.
speed and accuracy. first in first out is the key.
#4
Posted 23 January 2006 - 01:02 AM
Ah, I don't think we will have this class for this client. Fondusi's 1.0, in VB will be the beginnings of the world of Fondusi and his group of warriors. It will be set just after his death, when the people have officially screwed themselves over. Fondusi's 2.0 will be released some day in the next few years, coded in C++ with SDL and will be multi-platform. V2.0 will be the culmination of all that we talk about here. That is not to say that everything we say here will not be in V1.0, on the contrary, with this client we will be laying down the foundation on which the new game (2.0) will be built! So, I think we will only have the three base classes, at least to begin with.
#5
Posted 23 January 2006 - 06:02 PM
Hmmm, that makes sense.
I only wish casey had told me that much.
he will pay for this folly. with payment!
I only wish casey had told me that much.
he will pay for this folly. with payment!
#6
Posted 25 January 2006 - 03:14 PM
One step at a time . Work on the engine, and when warriors are fully functional, add archers, then projectile magic. It would be really cool if you wern't confined to a certain class though.
#7
Posted 25 January 2006 - 08:26 PM
Gord you are crazy!!! zelda is not ground braking in any sence it is just built as a platformer not a multiplayer rpg ....not putting it down i loves my zelda
#8
Posted 25 January 2006 - 10:59 PM
What he's refering to is how most RPGs today bound players to stats and levels. Like a level 87 warrior will always beat a lvl 44 mage. He's suggesting that you implent a system whereby controlling the character during battle would require skill. An example could be having a shield and attack button that both use up stamina. It doesn't have to repel all damage, but it would lower the damage that you got, while you would be penalized by reducing your stamina points. That way you couldn't just hold the block and attack buttons. Things like projectile magic being repelled by arrows and vice versa. (this would be more for an 8+ way directional game).
I agree with him. As you work on your next game engine, try and make a statement. Provide some unique ideas that would attract new people to the community, or at least give them a reason to check it out.
Good idea Cassey.
I agree with him. As you work on your next game engine, try and make a statement. Provide some unique ideas that would attract new people to the community, or at least give them a reason to check it out.
Good idea Cassey.
#9
Posted 02 February 2006 - 05:38 PM
There are many classes you can consider.
Barbarian: Brute with no real intelligence but massive strength and durability. (STR)
Paladin: Intelligent fighter who relies on his wits in combat and tends towards being able to use Holy spells to make him/herself better. (STR/INT)
Shaman: Mage-like person who deals in spirits mostly to cause damage. (INT)
Mage: Someone who uses the elements to cause damage. (INT)
Assasin: Very quick and hard to hit character, but is not very durable so if hit will go down easily. (DEX)
Ranger: Someone who deals in ranged combat, such as throwing knives/daggers, slings, bows, crossbows, and the like. (DEX)
Well, this is all I can think of right now hehe.
Barbarian: Brute with no real intelligence but massive strength and durability. (STR)
Paladin: Intelligent fighter who relies on his wits in combat and tends towards being able to use Holy spells to make him/herself better. (STR/INT)
Shaman: Mage-like person who deals in spirits mostly to cause damage. (INT)
Mage: Someone who uses the elements to cause damage. (INT)
Assasin: Very quick and hard to hit character, but is not very durable so if hit will go down easily. (DEX)
Ranger: Someone who deals in ranged combat, such as throwing knives/daggers, slings, bows, crossbows, and the like. (DEX)
Well, this is all I can think of right now hehe.
#10
Posted 02 February 2006 - 10:50 PM
The class names and info has been changed. I will post more info on them after I implement them into the game and after we have perfected them.
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