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Project: Combatant
Project Started: 16th November, 2008 Last Update: 18th July, 2010
Project Owner: Muz Project Members:
Project Type: Turn-based RPG Project Progress:

Character attributes are done (among other things)
Posted 5th Dec 08, by Muz  
A week late, but the character attributes are done. Hopefully, the character editor should be laid out by next week. It's a fresh, new system, untried in other games.

The attributes (so far) are Intelligence, Charisma, Strength, Reflexes, Health, Willpower, Dexterity. There may be more later, because I've lumped a few of them into the same attribute, like leg strength and arm strength, or dexterity with minor effect (picking locks) as well as huge movements (jumping onto things). But I'm keeping it to a minimum to make things easy.

The attributes go up exponentially.. which means that a guy with 30 strength is twice as strong as a guy with 25 strength. This is giving me a bit of a headache in some cases. It's easy to calculate things like reflex time and strength, but how to consider people being twice as smart or charismatic? But in the real world, there are some people who are twice as smart as you, who would be able to learn twice as much as you in the same time. Similarly, there are also people out there who can't grasp the concept of multiplication.

Which brings me to the next fresh new feature - aging! Stats will go up and down naturally. Someone will reach his 'default' level at preteen age (or adulthood). They will naturally increase from then on, at different rates, and then may go up or down as it reaches middle age. For example, charisma will go up quickly in adolescence, and then go up very slowly thereafter. Strength will go up more slowly, all the way up to middle age, where it'll go down again.

Also, whatever you increase through training will be separate from this method. Your skills will increase quickly at first, then slow down. E.g. basic education will spike your intelligence, but being in the best schools won't make you twice as smart, just a bit smarter.

The system allows things like golems/robots, giants, 2-millenia old dragons, etc on the scale. In most games, it's no effort to kill a giant because at best, he's only twice as strong as you. In Combatant, a golem with 35 strength can dish out 150 kilograms more damage than you would. A massive 45 strength titan would be able to lift a ton with some effort.. and drop it on you. Killing a giant would be much more heroic, because it takes a lot of skill and effort, and not every other character can do it.


On other upgrades... the engine design is almost complete. Turns out that there's a very obvious method to fighting than I thought. You'll have blocks and dodges and two-handed fighting. Maybe even two hands and a kick, though at a massive penalty to balance

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