So I kind of underestimated the amount of work the battle system would take, mostly because I didn't really think the stats that players and companions have through that well.
Players and companions had seperate stats, and these stats all had different impacts on the game:
- Health - Amount of damage you can take
- Stamina - Used for skills
- Dexterity - Dodge chance and attack order
- Strength - Amount of damage you deal
- Intelligence - Spell damage and dialog chances
- Wisdom - ???
- Luck - ???
- Defence, Damage reduction stat
This didn't feel right, because it presented a few problems. Obviously, I didn't know what I was going to use wisdom and luck for. Dodge chance is also a mechanic that is too RNG-based and annoying if not tweaker correctly.
I decided to change the stats as follows:
- Health - Amount of damage you can take
- Stamina - Used for skills
- Strength - Amount of damage you deal
- Intelligence - Spell damage and dialog changes
- Luck - Adds very small chance to dodge enemy attacks by getting lucky, enemy can't dodge. Changes loot and trades later on in the game, when skill trees come out.
- Defence, Damage reduction stat
Aside from that, characters no longer have stats. All stats are moved to the companion. Some companions will allow the player to fight, but the stats are shared. This makes the combat system easier to maintain, and works out in production.
I have worked out most of this system, and working hard to finish this part of the engine so I can move on to writing.
Sincerely Yours,
JV
Hello there !
ReplyDeleteEven through there isn't a lot of new content (yet), I'm glad to see this project is still alive and well.
I must admit, I'm curious about what your battle system will inherit from MGQ, and what kind of content the battle will have... I guess I'll see when the next version will be released.
Anyway, I'm waiting for the future releases, and have fun gamemaking !
Thank you for the message, I appreciate it!
DeleteThe battle system will inherit the system that MGQ in battles, where attacks have names and can be requested by the player. This only works in random encounters, as story and scripted battles have a different battle system.
I just finished writing the loss scene for the slime battle, and I'm now finishing up the engine and reading over the text. I still want to change the battle to make it more interesting, so I'll release the current part tonight and the rest at a later time.
Holy shit you're alive! Long time no post, happy to see you got back into it. I see you touched up the interface and kept the majority of the content from awhile ago, looks good still, excited to see that you are continuing this off. Writing could use some work, but once you start focusing more on it I'm sure it will improve. Keep it up man.
ReplyDeleteHi there, good to see you again! Yea, I couldn't leave the project alone, but it needed a big rework. The content is the same but everything else has been completely rewritten, even the GUI.
DeleteWriting will be the biggest struggle for this project, but with a little help I hope to improve over time! The current content contains quite a few mistakes that I'll be patching out soon.
I'm kinda surprised that you aren't going to have a critical hit mechanic (chance of doing double damage, generally based off your luck stat)
ReplyDeleteI'm going to leave this out for now while I balance combat a little better; It did slip my mind completely though!
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