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Project: The Bubble
Project Started: 8th November, 2009 Last Update: 5th March, 2010
Project Owner: HitmanN Project Members:
Project Type: Metroidvania-ish platformer RPG Project Progress:

Weekly devlog #2
Posted 21st Nov 09, by HitmanN  
(Screenshot is related to this week's topic below)

Achieved this week:
Overall, it was a slow week as far as The Bubble is concerned, but I did work on something cool related to it, which you'll see eventually. In addition to that, the following.
-Coloured the artworks on the Character profile page
-Made some new icons for the same page
-Finished spriting a new accessory

This week's topic: Attributes and Skill Points
In The Bubble, when you kick enough enemy butt, you'll earn experience to get a level up. Each level up provides two bonuses. Firstly, all defense, attacks, and maximum HP (Health/Hit Points) increase slightly. Secondly, you receive SP (Skill Points). The number of SP you get increases a little on every level up. SP can be used to upgrade one of the six attributes, Strength, Toughness, Agility, Intelligence, Weapons and Luck, up to 10 times each. Each upgrade requires one SP more than the previous. At first you'll be growing the attributes slowly, since you get limited amount of SP, but later in the game somewhat faster, although level ups will happen less often, due to the experience requirements rising each level.

I explained the attributes in an earlier devlog, but let's go over them once more.
-Strength increases melee attack damage
-Toughness reduces damage from enemy attacks
-Agility increases running speed and max jump height
-Intelligence increases healing item strength
-Weapons increases ranged and special attack damage
-Luck increases odds of receiving items from crates and other containers

In addition to these main enhancements, each attribute has (currently 2 or 3) skills/bonuses that are learned when enough upgrades to the attribute have been applied. For an example, see the screenshot. Strength adds melee defense at level 3, allows carrying and using heavy melee weapons at level 6, and enables Heavy Strikes skill at level 9. There will most likely be some more bonuses, and they'll be more scattered than the current selection. The current icons denote following skill/bonus types
-Shield: defensive bonus
-Pouch: ability to wield new types of items
-Four-leaf clover: chance-based bonus
-Star: Special skill or attack

Bonuses to attack, defense and speed can also be obtained by equipping accessories, and even bigger bonuses if you equip certain selection of items, forming an 'item set'. This is one thing worth collecting, as the bonuses can have surprising effects on higher level item sets. Currently there are four item sets planned.

Maximum number of level ups is 19, or to be exact, the 'level cap' is at 20. However, I'm aiming for a casual playthrough to end at around level 10-12, so if you're planning to get to 20, you're gonna have to do some serious grinding. ;P But that's one of the fun things to do in RPG's when you're done with the story, right? This is a good choice for those who don't plan to play the game for another time. By level 20, you can pretty much max out all the attributes. I urge to try playing again though, as part of the fun is to try approaching different things with different upgrades.

That's it for this week's topic. Feel free to drop in questions here, or preferably at the project forum, and I'll reply to them sooner or later.
Preview


Posted by UrbanMonk 21st November, 2009

Yay!

At least you got something done!
 
Posted by Dr. James MD 22nd November, 2009

Oh very nice, I can't think of a Metroidvaniaish game I've played with customisable stats. That kind of thing holds lots of replay value.
 
Posted by HitmanN 22nd November, 2009

Yup. I'm hoping these choices to have a noticeable effect on performance and progression, particularly around the middle part of the game. The part where enemies get tough and there are many different kinds of new obstacles and foes to face.
 


 



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