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TIGSource ForumsCommunityDevLogsDungeon Core (4 player co-op Roguelike)
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Author Topic: Dungeon Core (4 player co-op Roguelike)  (Read 27692 times)
Rat Casket
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« Reply #140 on: September 03, 2013, 02:33:54 PM »

Will all classes use mana? If so, a stat to increase mana would be helpful. Will there be stamina? Endurance? Something that increases your overall defense?
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Swifty
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« Reply #141 on: September 04, 2013, 01:08:42 AM »

@karlozalb - Thanks, yeah the last couple weeks I've been working 9-5 on it Smiley

@Rabbit - Here's my current setup for the stats, still rough:

Primary Stats:
Health Points (HP) - The Players Health.
Mana Points (MP) - The Players Mana.
Energy Points (EP) - The Players Energy.

Power - The players Physical Damage.
Spell Power - The players Magical Damage.
Toughness - Resistance to Phsyical Damage.
Resistance - Resistance to Magical Damage.

Secondary Stats:
Vitality - Increases HP per 10 Vitality.
Essence - Increases MP per 10 Essence.
Edurance - Increases EP per 10 Endurance.

Force - Increases Power per 10 Force.
Intelligence - Increases Spell Power per 10 Intelligence.
Armor - Increases Toughness per 10 Armor.
Attunement - Increases Resistance per 10 Attunement.

Precision - Increases Crit %
Agility - Increases Dodge %
Focus - Increases Hit %

Tertiary Stats:
Perception - Inceases chance to see traps.
Swiftness - Increases movement speed.
Luck - Useless stat (Increased money drops/other?).

The way I was thinking of it, is that primary stats don't appear on items, but directly increase when you level up. Then secondary stats are the ones that you have on items, that effect primary stats, but not to 1/1 ratio. It may just be over complicating things however.
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Rat Casket
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« Reply #142 on: September 04, 2013, 08:14:20 AM »

It seems a little convoluted considering you could lump a lot of those specs together and it be a lot less confusing.

Like agility increases damage for the rogue, but dodge chance for anyone.
Strength increases damage for knight, but hp for anyone.

etc etc.

A lot of games do it this way but if you are trying to avoid it for that reason then you're on the right track. Its REALLY dense though.
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Dayvi
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« Reply #143 on: September 05, 2013, 04:46:50 AM »

Yeah, those stats are what made Diablo 3 boring. Numbers just get higher :|

In my game we're trying to do like Binding of Isaac; having every item unique in some way. A lot more work, but a lot more fun.
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Rat Casket
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« Reply #144 on: September 05, 2013, 10:07:56 AM »

On their own, sure, its boring as hell. Its extremely apparent in Diablo 3 because that game is beyond terrible and the gear does NOTHING except stat buffs.

Simple way to remedy this is to add more than just stat buffs.
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AleHitti
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« Reply #145 on: September 05, 2013, 10:16:53 AM »

I'm impressed! This sounds like a really ambitious idea, but you seem to be making it work! Smiley Love the idea for the game and I also like the pixel art a lot.

Question: How is combat going to work?
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The Great Emoticon
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« Reply #146 on: September 05, 2013, 01:15:39 PM »

Looks amazing! Keep up the good work. Artwork is really great
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Swifty
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« Reply #147 on: September 05, 2013, 08:39:05 PM »

@Rabbit - Yeah I was afraid I might be making it too complex. I actually initially designed the stats to have multiple effects like that, but ended up making it more general (in terms of stats doing 1 thing).

@Dayvi - I am trying to avoid items just being stat sticks One way I'd like to remedy this is to have gear sets that provide class bonuses. I also want to make items more desirable.
When I played diablo it felt like an item could drop at any point that would blow whatever I currently had away, regardless of item rarity. This (imo) lowers the attachment and value to that particular item.

@AleHitti - Thanks man! Combat is something I'm about to start tackling (once I finish up on synchronized enemy movement). I want each class to have a unique combat mechanic, that really separates one hero from another.

So far I've only begun designing the Knight, but I want his combat to involve setting up and executing combat chains through the use of Sword and Shield attacks. Different abilities will be able to be set up at points throughout the chain to provide different play styles.

@Sword Stone - Thanks man Smiley
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Swifty
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« Reply #148 on: September 09, 2013, 02:51:29 AM »

I've now finished the networked enemy movements. Enemies will attack players within their aggro range, and pathfind towards them while staying spread out from other enemies, check out the demo over at youtube here:

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AlphaPlus
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« Reply #149 on: November 05, 2013, 01:04:20 PM »

This game still in dev?
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For all sad words of tongue and pen, the saddest are these, 'It might have been'.
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