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THB - Character Progression (old)

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Post by Eagle Tue Mar 03, 2015 10:54 pm

Proposed Character Leveling/Progression Mechanics





Part A (Stat descriptors & correlating effects.)



• Control Mastery ~ Reduces time in between –[single fire shots/melee attacks] Also affects evasion (Luck).
• Maneuverability ~ Directly affects movement speed, reload time, weapon change times.
• Durability ~ Reduces damage taken from blunt force type attacks. Also affects recovery rate/speed.
• Attunement ~ Increases the amount of exp. gained exponentially. (EX. 0.05~1.5%) Reduces the point number needed to trigger a“Beast Max” (EX. Original = 1000, with a high rating decreased to 850) and increases the duration of a “Beast Max” once activated. (EX. Original lasting 10s, with a high rating lasting somewhere around 15~20s.)
• (Missing) Needing an idea for an ethereal (beam/plasma) type weapon defense/offense.)



Part B (Weapon specialization/Weapon typing.)




Players will be able to divulge points into a selected specialty to increase options available increase damage/ change weapon attributes etc. (I don’t plan on having the points available be finite by any means. Something like having 10 kills is 1/10th of a point.
• Melee ~ The character’s inherent melee abilities.
• Physical Rounds [tentative needs a new name] (Bullets, Rifle, Mini-guns etc.) ~ Causes blunt damage ignoring ethereal defensive points (b.DEF) for (BEAM DEFENSE).
• Artillery ~ Weapons that cause explosive blunt type damage. Ignoring b.DEF
• Beam (Laser guns/rifles) ~ Ignores DEF, causing ethereal type damage.
• Plasma (tentative) ~ causes explosive ethereal type damage. Ignores DEF.
• Photon (Rail guns & other) ~ Light based attacks, causing a 50/50 split of ethereal and blunt force damage. These weapons either require a charge or have a “heat” meter present, players won’t be able to fire often, but these should be very powerful regardless.



Part C (Crystal engine system)




• Having a different system for both Lunestium and Celestium affecting the way ethereal type weapons work.
• Having a skill tree based off of either choice and creating small changes in the sprites to reflect the choice. (Beam colour)
• This is also effectively different from the beast system and will require little maintenance more than selecting what kind of engine.
• Having both engines bind after a certain point, allowing for a character to freely switch between them until the crystal “Binds” with the mech.



Part D (Beast max system)



Main system of character progression and one of the few directly impacted by “Leveling”. (The others being stat growth and Crystal System [though it will only cap to level, not grow with it.]).
These will be character specific skill trees, such as improving already existing traits that the characters inherently have. (IE Lion’s health regeneration speed/super armor count.) The points available for specialization will be finite.
Triggering a “Beast Max” will boost all stats temporarily and give way to character specific abilities.



Part E (Part ordering system)




After every mission, you’ll be able to contact a rogue part dealer and trade credits (dropped by enemies and additional bonuses for accuracy/combos/etc.) for parts, though they won’t immediately be bought. You’ll be able to pick them up at a drop off station (In a certain level) after the following mission. (Even after repeat missions.) [The main reason for this is to deal with the lore of THB being a rogue squadron wanted by both sides.]



Part F (Possible ideas for experience gain)




• Giving players a boosted experience rate when playing with other people. (1 player = 1.0 rate. 2 players = 1.2 rate. 3 players = 1.5 rate. 4 players = 1.75 rate.) Depending on how many people cooperated in killing an enemy.*
• Giving players a boosted experience depending on the height of a combo on a kill. (Say, 100%  exp with a one hit kill. With a 5 hit kill, 105% exp. We could cap it at 150%)
• (This is based on an idea I have that I haven’t completely finished out yet. For now I’m calling it the “counter” attack system.) So, before an enemy attacks we’ll have the flash white for 1 frame, if you destroy him within 1frame on either side of that-technically a 3 frame window- you’ll get a counter bonus, which will give you 200% points toward the Beast Max gauge and an extra 20%  experience on top of the kill experience.
If any of these is too much we can switch it to monetary gain, though I plan on handing most of that out at the end of a mission for things like accuracy, death rate, speed of completion etc.
Eagle
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Post by Falcon Sun Mar 29, 2015 11:23 pm

How would you feel about as simple Unity App where you could change stats on the fly for testing, weight, jump power, attack power, attack speed, it would be so you could feel the differences live. Could also have the same thing for a spawnable enemy that includes armor and resistances.
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Post by Eagle Tue Mar 31, 2015 9:13 am

How difficult would this be to develop?
Eagle
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Post by Falcon Wed Apr 01, 2015 5:49 pm

The hardest part would making the UI for changing the variables but probably not that hard. Plus once it's made we could throw it in as a hide-able debug option. You can already change these variables on the fly inside unity while the game is running.
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Post by Eagle Fri Apr 03, 2015 9:32 pm

I can develop the UI for it, if you can code it. That's no problem.
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