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Thursday, February 5, 2015

Class System

Class system

Originally the Class System simply had the player choose from one of the 7 playable classes of Warrior, Monk, Paladin, Rogue, Archer, Mage, and Spell Blade. However this has since been changed.

Now there are 4 base classes of Adventurer, Mystic, Thief, and Medic, with the Medic being for companions only (for gameplay purposes.) Also originally you choose your class very early in the game, however now you will pick one of the base classes at the very start of the game during character creation. With advancement coming much later on.

It goes like this.

Adventurer

  1. Warrior 
    • Warrior's use a Greataxe to rip through their foes. While they do use heavier armor, the warrior is in no way a tanking class.
  2. Monk
    • Using dual claw weapons, the monk uses various mantra's (stances) to change how they play in a fight. Whether it's speed, defense, or strength, you can only choose one at a time.
  3. Paladin
    • Paladin's use a spear and shield to defend their allies and bring forth holy damage upon their foes. Even able to use various support magics.
Mystic
  1. Spell Blade
    • With a sword and wand in hand, the Spell Blade has access to elemental weapons and wind-based magic. They can even embue their allies with the elements.
  2. Mage
    • Wielding a staff, the mage is a glass-canon, able to dish out strong magic but cannot withstand much fighting. With their elements, Mages typically use ice, fire, and thunder and various other non-elemental magic.
Thief
  1. Rogue
    • Through the shadows the Rogue sneaks, using it's dual daggers to slice their foes. However some may find the Rogue is quite reliant on luck.
  2. Archer
    • Arrows pierce the Archer's foes, tearing their armor and removing weapons from hands. The Archer rains down arrows from the sky.
Medic
  1. Healer
    • Healing is their game, with a Mace in hand, the Healer does not dish out much damage, but instead will use various types of healing upon their allies.
  2. Sage
    • While the Sage uses a staff, they're more on support and debuff with some healing and attack spells to vary out their arsenal. 
There is then one companion specific class that is locked due to story reasons, this is Samurai.
    • Samurai, uses a Katana, and is able to buff allies while striking heavy blows against their enemies. Similar to monk they too have stances.
Each of the base classes will have various spells and skills of their advance classes. These skills however require the weapon of their advance classes to be used. Thus you will get each of your advance classes weapons in your home at the start of the game.

Now onto Skills, this is still a WIP as I am still designing all of the skills but I am also still going over how exactly skills will be acquired. Currently you use Skill Points gained from killing enemies to buy the skills as they become available. 30 per kill, with 100 gained upon level and an unknown amount from bosses. Currently when you get to level 6 the skills cost 500 each. Without leveling you would need to kill 16 enemies to get that. Depending on how leveling goes, this may not be an issue, but if you level too fast it could be.

However this runs into an issue, namely with the class advancement system- currently I am unsure if you buy a skill on adventurer that if the advance class shares that skill that you keep it or need to buy it. If this is not an issue, this system is most likely going to stay in place.

Another system I am unsure of adding is TP Stances. These would allow you to gain TP to use skills in a variety of ways across characters instead of just using specific attacks. The only issue I have with this is that that seems sort of boring if that's all they do. If there is a way to make them not just specific to getting TP a variety of ways I may add them. If I do, you would gain these Stances from a vendor in your base. Which in that case you will need to advance that vendor (who sells other things as well) to gain more stances. 

That's it for now! Eventually I hope to put more up about the classes, maybe specific skills and such. Maybe even various demos that merely let you test the classes against enemies to see what seems OP and what doesn't. I will do this myself- though I am a one-man studio.







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