Progress report for the past week!
For the past weekend, I replay Tactics Ogre and have found several key gameplay issues that irked me. This, of course, helps to improve my gameplay design for this game to ensure those issues, such as the overpowerness of the archer class do not happen.
Also, I have finished the stat system for the game.
I have also finished the level up algorithm, the damage calculation for the game, the skills and abilities system.
All of them are done in excel for easier updating and maintenance since there is a Construct 2 plugin that helps to transfer excel tables in .csv format into arrays quickly and easily.
All there is left is to create the class variables for the characters in the battlefield and it's most of the engine work is pretty much done, at least for the planned demo.
So basically no visual progress..... Sorry for that.
In exchange, let me tell you how I designed the classes (called stereotypes in-game).
If you are familiar with the MMORPG scene or with tabletop gaming, you know in a good party, there would be a tank, a glass cannon, a healer/buffer and a controller. Those are called archetypes and it help the player/group to determine how to better use a specific class in the battle or how to redesign his tactical plan to suit the available classes or lack of in his current party.
For my game, there are several archetypes, each classes usually have a huge part in one while dipping in another one or several. Here are them as they currently are in my spreadsheet:TankDescription:
Basically stereotypes with high defenses/hp. Most of them have unique mechanics to keep enemies attention to them despite their plans. An example would be Brutes project Intimidating Aura that turn all surrounding tiles around them into difficult terrain which cost more to move into. The size of this aura can be enlarged via appropriate skills. Stereotype (Major):
Brute, Luchador, FirebrandStereotype (Minor):
Weaklings with usually low HP/Defenses but possess strong attack abilities. Many have extra mechanics to improve their damage capabilities even further provided appropriate situation. Punks can dealt extra damage to an enemy if the enemy have a prior negative condition on him regardless of how it got there. As usual, this mechanic can be enhanced via skills.Stereotype (Major):
Punk, Provocateur, Smarty Pant, Drunk, Wiseguy Stereotype (Minor):
Capable of healing hp damage and removing status effects. They have a unique individual mechanics to improve their healing abilities. Social activist got a point blank level-dependent boost to all their healing abilities.Stereotype (Major):
Social Activist, Dealer Stereotype (Minor):
Rapper, Firebrand, GRO (Guest Relations Officer), Merchant, Anyone with an Item Usage skillBufferDescription:
Capable of giving positive status effects to friendlies. Their mechanics is designed to help out their mates. The presence of a rapper in the party give "Encouraged" effect to any friendlies who have just took down an enemy for a turn. Needless to said, there are skills to improve on that mechanic.Stereotype (Major):
Rapper, GRO, MerchantStereotype (Minor):
Provocateur, Firebrand, Social Activist, Dealer, Anyone with an Item Usage skillDebufferDescription:
Capable of giving negative status effects to enemies. Also push and pull enemies into positions that are always bad for them. There are certain skills that improve debuffing abilities but no mechanics of yet.Stereotype (Major):
Rapper, GRO, MerchantStereotype (Minor):
Luchador, Brute, Drunk, Smarty Pants, Provocateur, Wiseguy, Dealer, Anyone with an Item Usage skill
And that pretty much what I planned for now.
Only six of these classes will be available in the demo.
Five of those will be available in the player's gang for the demo.
Also, TO-inspired skills points are out for this game as of now. Skills will be obtained through leveling and are given out on the start and at every third level. Also all passive small bonuses skills are out. There are also no must-have skills which is also known in the tabletop gaming as "feat tax".
This is to stop players to only use their battle-hardened skill points heavy characters and make others, especially new characters, also viable for battle usage.
Don't worry, there will be a hideout feature that can change unwanted skills
, provided the character is assigned there until the next mission is over.
I am a tactics gamer first and foremost, after all
TL,DR : Engine progress for the past week. No visuals, sorry.