|
Post by Lankyrie on Apr 16, 2004 10:46:18 GMT -5
OK, I've done maps, characters, items, bosses for my game Heroes of Truth. It's for RM2K3.
OK, now the question, which option should I use? It's all about class system.
OPTION 1 ------------ One character can be trained to any class, like main hero Kazem can be Wizard, Berserker or Archer. Skills will be learned from items. You don't need any points to change class. You have to go Training House, and you'll have to pay for masters, that they change your class. And there is different training houses, like Magic Training House, or Fighter Training House
OPTION 2 ------------ One character can only be one class. S/He learn skill different style like others.
OPTION 3 ------------ Anyone can uses magics, but everyone has their own skills, like Kazem uses Blade Art, Lysa uses Legends, etc. They will learn new skill from LV Up or Items( Please suggest which way)
|
|
|
Post by zumbum - The Screen Monster on Apr 16, 2004 11:48:41 GMT -5
You shouldn't have the characters choose a class per se, you should have the characters class determined on the actions they make prior to becoming said class. So, for example, the whole first chapter could be spent without a class, but starting in the next chapter, the character gains a class. based on his actions throughout the first chapter...
|
|
Maxy
RPG Townie
Posts: 187
|
Post by Maxy on Apr 17, 2004 8:21:55 GMT -5
How about a mixture of 1 and 2? I like option 1 but it will mean that the only difference between characters will be their sprite. Their class should reflect their personality and vice versa. I am assuming that there is a linear storyline here and the characters' personalities don't develop depending on what actions the player takes. If this is the case, as I suspect it will be, 2 is a better option. HOWEVER, only give the characters a base type, like Warrior, Ranger, Wizard, Thief. Make them into skill trees - the player can choose which skill the character learns next (as long as they are at a high enough level for it). If a player completes a branch in one of the trees a new class is open to them. I'll try to do an example. Finishing any of the branches leads to the corresponding new classes, getting every skill in the warrior class opens up a better class, the Nobleman. It's a similar affair to Starwars Galaxies. So, hero#1 is a warrior - no option here. The player can decide whether, eventually, he becomes a Footman or a Guardsman or even a Nobleman. That way the character doesn't have to change personality or any scripted attack (like a cutscene where the hero attacks an enemy with his sword - wouldn't work if he was a mage).
|
|
Xnay
RPG Townie
Tricks be out for ya blindside.
Posts: 173
|
Post by Xnay on Apr 17, 2004 8:37:52 GMT -5
How about a mixture of 1 and 2? I like option 1 but it will mean that the only difference between characters will be their sprite. Their class would reflect their personality and vice versa. I am assuming that there is a linear storyline here and the characters' personalities don't develop depending on what actions the player takes. If this is the case, as I suspect it will be, 2 is a better option. HOWEVER, only give the characters a base type, like Warrior, Ranger, Wizard, Thief. Make them into skill trees - the player can choose which skill the character learns next (as long as they are at a high enough level for it). If a player completes a branch in one of the trees a new class is open to them. I'll try to do an example. Finishing any of the branches leads to the corresponding new classes, getting every skill in the warrior class opens up a better class, the Nobleman. It's a similar affair to Starwars Galaxies. Your ideas are great but Maxy's one is 73h best.
|
|
|
Post by Lankyrie on Apr 18, 2004 3:42:00 GMT -5
Maxy's idea sounds great. But I keep poll up, if someone else vote for other option.
|
|