Character System - design thread
Jarno Montonen — Fri, 03/28/2008 - 15:22
In this thread we will design the character system.
Atleast the following things have to be solved:
-Character development (experience points?, levels?)
-Item slots
-Inventory
-Attributes (Dexterity, strenght, etc..)
-Abilites (skills, spells, etc..)
Character System - iteration 5
Jarno Montonen — Wed, 05/14/2008 - 23:00Resistances and Conditions added and fixed some 'bugs'
ITEM SLOTS:
Multiple quick weapon slots. Three should be enough.
Wearable items (armors) are eather Heavy, Medium or Light.
-One weapon/shield slot for each hand (One hand weapons always go to the right hand and shields to the left hand. Two handed weapons use both slots. Dual wielding aka fighting with two one handed weapons is not possible)
-Headslot (Helmet(Heavy and Medium), Headband(Light), Hood(Light))
-Bodyslot (Armor(Heavy and Medium), Robe(Light))
-Handslot (Gauntelts(Heavy), Bracers(Medium), Gloves(Medium and Light), Ringset(Light))
-Beltslot (Heavy, Medium and Light belts) Like in diablo 2, quick item slots for what ever we come up with.)
-Bootslot (Boots(Heavy and Medium) Shoes(Medium and Light), Sandals(Light))
INVENTORY:
-One item goes to one box, little items (marked as "Stackable") stack. For example arrows, bolts (though only special ammunition has to be carried, nomal ammunition is infinite), bottles, scrolls etc.. Ammount of inventory room shouldn't be a limiting factor, weight is supposed to be.
-Infinite ammount of money can be carried.
ATTRIBUTES:
3 primary attributes
6 sub attributes
Power:(Character's Power must be higher than all of the used wearables' added Power requirements, increases maximum weight carried by 1 for each point, each point increases Wound resistance by 0.2%.)
-Vitality (Max HP, each point increases maximum health ammount by 10)
-Strength (Bows and crossbows require Strength to use. Every point increases melee weapon damage by 1)
Agility: (Improves attack and casting speeds: +2.5% per point, gives 0.2%. Cripple resistance per point.)
-Evasion(Gives melee\ranged miss chance +2%. per point)
-Accuracy(Improves melee, ranged and spell hit% +3%. per point)
Mind:(Every point gives +0.25 bonus to physical damage, gives 0.2%. Daze resistance per point)
-Willpower(Mana regen +5% per point)
-Intelligence(Mana pool, each point increases maximum mana ammount by 10)
All attributes start at 0
All resistances start at 0
Starting max health ammount: 200
Starting max mana ammount: 100
Starting mana regen: +1/sec
Starting max carrying weight: 100
Starting attack/casting speed: 0.5s
Sub attributes can be bought with earned XP. One point to each sub attribute increases the corresponding primary attribute by one.
Each kill earns player 100xp and each attribute point costs 100xp. We have this fixed because we won't have a single monster respawning. Quests/Missions should reward 300 - 3000xp. Reward is determined by the quests relative difficulty in that stage of the story. In many cases player won't be able to go back to do old quests. "Getting" an attribute point from every kill might actually be a bit numbning as the player needs' to be adding attribute points all the time, unless he is saving for an ability.
The total hit area in the hit bar is calculated as follows: 50% + attackerAccuracy - defenderEvasion The result is percents (%) and is divided into sections in the hit bar acording to a pre-set setting for beings that shape (for example humanoids, four legged animals)
Shields give bonus points to evasion, for example +10%. . Item bonuses to Secondary Attributes won't increase the Primary Attribute.
Notice that evasion and accuracy are percentage point values (%.), not percents (%)
Damages are calculated as follows: (AtckrWeaponDamage + AtckrStrengthAmmount - ArmorMinDamageReduction) or (AtckrWeaponDamage + AtckrStrengthAmmount) * (100% - ArmorMaxDamageReduction), whichever is smaller.
Amors give damage reduction: a fixed value and a percent value. Fixed value is the minimum ammount of damage that armor reduces from an attack. Percent value is the maximum ammount of damage reduced from an attack.
For each heavy armor peace a character is wearing while using a ranged weapon he receives a -25%. Accuracy penalty.
RESISTANCES & CONDITIONS
Character Resistances decrease the duration and effectiveness of Conditions acording the percentage. Resistances increase with Primary Attributes and can be bought with earned XP. For now 0.5%. of any Resistance costs 100xp but later we have to think about implementing an increasing cost so that players won't be able to reach resistance of 100% or close. Effects of the Condtiions are fixed but duration is determined by the Ability/weapon that causes it.
CONDITION: Wounded - RESISTANCE: Wound Resistance
-Causes character to lose Health Points over time. Let's say one point per second for now.
CONDITION: Crippled - RESISTANCE: Cripple Resistance
-Causes character to move slower for the duration of the condition.
CONDITION: Dazed - RESISTANCE: Daze Resistance
-Causes the Hit Bar to move erratic (move normally for 0.3s, then jump backwards, jump back at the normal movement position after 0.1s, move normally for 0.1s, then jump forward for 0.1s and then the events start from the beginning (move normally for 0.3s..))
-Resistance lessers the ammount the Hit Bar jumps at a time.
ABILITIES:
Abilities can be bought with earned XP. Abilites should cost from 300xp to 3000xp
Abilities are divided to 3 main groups:
-Skills(spells, attacks and such, also defensive)
-Stance(Instantaneously activated action which will affect Skills or attributes, maximum 1 active at any time, upkeep costs mana regen or degenerates health, but can be upkept as long as your mana or health(suprice suprice) doesn't drop to 0 )
-Focus(non-Instantaneously activated action which will affect the next Skill(s). May cost mana or sacrifice health. Focuses that cost mana are bond to casting speed and focuses that sacrifice health are bound to attack speed)
SPELLS:
The bodypart where spell hits, is determined same way as in melee(hit bar).
For each medium armor peace a character is wearing while casting a spell he receives a -15%. Accuracy penalty.
For each heavy armor peace a character is wearing while casting a spell he receives a -30%. Accuracy penalty and non targeted spells cost 10% more mana to cast.
Character System 4. iteration
Jarno Montonen — Mon, 04/14/2008 - 23:00Added some model XP values, armor types and Accuracy penalty calculations.
ITEM SLOTS:
I know this is pretty much exactly what Diablo 2 has, but what's wrong with that :P
Multiple quick weapon slots. Four should be enough.
Wearable items (armors) are eather Heavy, Medium or Light.
-One weapon/shield slot for each hand (One hand weapons always go to the right hand and shields to the left hand. Two handed weapons use both slots. Dual wielding aka fighting with two one handed weapons is not possible)
-Headslot (Helmet(Heavy and Medium), Headband(Light), Hood(Light))
-Bodyslot (Armor(Heavy and Medium), Robe(Light))
-Handslot (Gauntelts(Heavy), Bracers(Medium), Gloves(Medium and Light), Ringset(Light))
-Beltslot (Heavy, Medium and Light belts) Like in diablo 2, quick item slots for what ever we come up with.)
-Bootslot (Boots(Heavy and Medium) Shoes(Medium and Light), Sandals(Light))
INVENTORY:
-One item goes to one box, little items (marked as "Stackable") stack. For example arrows, bolts (though only special ammunition has to be carried, nomal ammunition is infinite), bottles, scrolls etc.. Ammount of inventory room shouldn't be a limiting factor, weight is supposed to be.
-Infinite ammount of money can be carried.
ATTRIBUTES:
3 primary attributes
6 sub attributes
Power:(Armors require sertain ammount of power to wear + increases maximum weight carried by 1 for each point)
-Vitality (Max HP, each point increases maximum health ammount by 10)
-Strength (Bows and crossbows require Strength to use. Every point increases melee weapon damage by 1)
Agility: (Improves attack and casting speeds: +2.5% per point)
-Evasion(Gives melee\ranged miss chance +2%. per point)
-Accuracy(Improves melee, ranged and spell hit% +3%. per point)
Mind:(Every point gives +0.25 bonus to physical damage)
-Willpower(Mana regen +5% per point)
-Intelligence(Mana pool, each point increases maximum mana ammount by 10)
All attributes start at 0
Starting max health ammount: 200
Starting max mana ammount: 100
Starting mana regen: +1/sec
Starting max carrying weight: 100
Starting attack/casting speed: 0.5s
Sub attributes can be bought with earned XP. One point to each sub attribute increases the corresponding primary attribute by one. Attribute point cost increases a fixed ammount for each bought attribute point (One point to any of the Sub attributes costs the same at any given moment).
Each kill earns player 100xp and each attribute point costs 100xp. We have this fixed because we won't have a single monster respawning. Quests/Missions should reward 300 - 3000xp. Reward is determined by the quests relative difficulty in that stage of the story. In many cases player won't be able to go back to do old quests. "Getting" an attribute point from every kill might actually be a bit numbning as the player needs' to be adding attribute points all the time, unless he is saving for an ability.
The total hit area in the hit bar is calculated as follows: 50% + attackerAccuracy - defenderEvasion The result is percents (%) and is divided into sections in the hit bar acording to a pre-set setting for beings that shape (for example humanoids, four legged animals)
Shields give bonus points to evasion, for example +10%. .
Notice that evasion and accuracy are percentage point values (%.), not percents (%)
Damages are calculated as follows: (AtckrWeaponDamage + AtckrStrengthAmmount - ArmorMinDamageReduction) or (AtckrWeaponDamage + AtckrStrengthAmmount) * (100% - ArmorMaxDamageReduction), whichever is smaller.
Amors give damage reduction: a fixed value and a percent value. Fixed value is the minimum ammount of damage that armor reduces from an attack. Percent value is the maximum ammount of damage reduced from an attack.
For each heavy armor peace a character is wearing while using a ranged weapon he receives a -25%. Accuracy penalty.
ABILITIES:
Abilities can be bought with earned XP. Abilites should cost from 300xp to 3000xp
Abilities are divided to 3 main groups:
-Skills(spells, attacks and such, also defensive)
-Stance(Instantaneously activated action which will affect Skills or attributes, maximum 1 active at any time, upkeep costs mana regen or degenerates health, but can be upkept as long as your mana or health(suprice suprice) doesn't drop to 0 )
-Focus(non-Instantaneously activated action which will affect the next Skill(s). May cost mana or sacrifice health. Focuses that cost mana are bond to casting speed and focuses that sacrifice health are bound to attack speed)
SPELLS:
The bodypart where spell hits, is determined same way as in melee(hit bar).
For each medium armor peace a character is wearing while casting a spell he receives a -15%. Accuracy penalty.
For each heavy armor peace a character is wearing while casting a spell he receives a -30%. Accuracy penalty and non targeted spells cost 10% more mana to cast.
TO DO:
-Resists?
Character System 3. iteration
Jarno Montonen — Sun, 04/13/2008 - 19:56Added more values and the rules to calculate damage and hit bar hit/empty area:
ITEM SLOTS:
I know this is pretty much exactly what Diablo 2 has, but what's wrong with that :P
The player can set up two complete item sets with the items in his inventory and change those with some quick key. If some items are not set for the item set 2 the ones in the item set 1 will be used when using the item set 2.
-One weapon/shield slot for each hand
-Headslot (Hood, Headband, Helmet, Crown, Tiara)
-Bodyslot (Armor, Robe)
-Handslot (Gloves, Gauntelts, Ringset, Bracers)
-Beltslot (Like in diablo 2, quick item slots for what ever we come up with)
-Bootslot (Boots[armored and unarmored], Shoes, Sandals)
INVENTORY:
-One item goes to one box, little items stack.
-Infinite ammount of money can be carried.
ATTRIBUTES:
3 primary attributes
6 sub attributes
Sub attributes can be bought with earned XP. One point to each sub attribute increases the corresponding primary attribute by one. Attribute point cost increases a fixed ammount for each bought attribute point (One point to any of the Sub attributes costs the same at any given moment).
All attributes start at 0
Starting max health ammount: 200
Starting max mana ammount: 100
Starting mana regen: +1/sec
Starting max carrying weight is: 100
Starting attack/casting speed is 0.5s
The total hit area in the hit bar is calculated as follows: 50% + attackerAccuracy - defenderEvasion The result is percents (%) and is divided into sections in the hit bar acording to a pre-set setting for beings that shape (for example humanoids, four legged animals)
Shields give bonus points to evasion, for example +10%. .
Notice that evasion and accuracy are percentage point values (%.), not percents (%)
Damages are calculated as follows: (AtckrWeaponDamage + AtckrStrengthAmmount - ArmorMinDamageReduction) or (AtckrWeaponDamage + AtckrStrengthAmmount) * (100% - ArmorMaxDamageReduction), which one ever is smaller.
Amors give damage reduction: a fixed value and a percent value. Fixed value is the minimum ammount of damage that armor reduces from every attack. Percent value is the maximum ammount of damage reduced from an attack calculated by percents.
Power:(Armors require sertain ammount of power to wear + increases maximum weight carried by 1 for each point)
-Vitality (Max HP, each point increases maximum health ammount by 10)
-Strength (Bows and crossbows require Strength to use. Every point increases melee weapon damage by 1)
Agility: (Improves attack and casting speeds: +2.5% per point)
-Evasion(Gives melee\ranged miss chance +2%. per point)
-Accuracy(Improves melee, ranged and spell hit% +3%. per point)
Mind:(Every point gives +0.25 bonus to physical damage)
-Willpower(Mana regen +5% per point)
-Intelligence(Mana pool, each point increases maximum mana ammount by 10)
If character wears more than a medium armor while using a ranged weapon he receives a hit penalty.
ABILITIES:
Abilities can be bought with earned XP. Different abilities cost different ammount of XP.
Abilities are divided to 3 main groups:
-Skills(spells, attacks and such, also defensive)
-Stance(Instantaneously activated action which will affect Skills or attributes, maximum 1 active at any time, upkeep costs mana regen or degenerates health, but can be upkept as long as your mana or health(suprice suprice) doesn't drop to 0 )
-Focus(non-Instantaneously activated action which will affect the next Skill(s). May cost mana or sacrifice health. Focuses that cost mana are bond to casting speed and focuses that sacrifice health are bound to attack speed)
SPELLS:
The bodypart where spell hits, is determined same way as in melee(hit bar).
If caster wears heavy armor he receives a hit penalty:
-Targeted spells now have miss area in the hit bar
-Non-targeted spells have failure chance%
TO DO:
-Weapon types
-Armor classes (heavy, medium, light)?
-Which weareable items belong to which armor class?
-Resists?
New revision
Jarno Montonen — Sun, 04/13/2008 - 12:43After having a good conversation with Tommi and Grubi on IRC this is what we came up with:
Necklace itemslot was removed as it doesn't bring anything critical to the table, it's just extra bling-bling. The attribute desing is supposed to encourage players into multiclass character tactics.
ITEM SLOTS:
I know this is pretty much exactly what Diablo 2 has, but what's wrong with that :P
The player can set up two complete item sets with the items in his inventory and change those with some quick key. If some items are not set for the item set 2 the ones in the item set 1 will be used when using the item set 2.
-One weapon/shield slot for each hand
-Headslot (Hood, Headband, Helmet, Crown, Tiara)
-Bodyslot (Armor, Robe)
-Handslot (Gloves, Gauntelts, Ringset, Bracers)
-Beltslot (Like in diablo 2, quick item slots for what ever we come up with)
-Bootslot (Boots[armored and unarmored], Shoes, Sandals)
INVENTORY:
-One item goes to one box, little items stack.
-Infinite ammount of money can be carried.
ATTRIBUTES:
3 primary attributes
6 sub attributes
Sub attributes can be bought with earned XP. One point to each sub attribute increases the corresponding primary attribute by one. Attribute point cost increases a fixed ammount for each bought attribute point (One point to any of the Sub attributes costs the same at any given moment).
Power:(Armors require sertain ammount of power to wear + increases carrying capacity(weight))
-Vitality (Max HP, each point increases maximum health ammount by 10?)
-Strength (Bows and crossbows require Strength to use. Every point increases melee weapon damage by 1)
Agility: (Improves attack and casting speed)
-Evasion(Gives melee\ranged miss chance)
-Accuracy(Improves melee\ranged hit%)
Mind:(Every point gives +0.25 bonus to physical damage)
-Willpower(Mana regen)
-Intelligence(Mana pool, each point increases maximum mana ammount by 10?)
If character wears more than a medium armor while using a ranged weapon he receives a hit penalty.
ABILITIES:
Abilities can be bought with earned XP. Different abilities cost different ammount of XP.
Abilities are divided to 3 main groups:
-Skills(spells, attacks and such, also defensive)
-Stance(Instantaneously activated action which will affect Skills or attributes, maximum 1 active at any time, upkeep costs mana regen or degenerates health, but can be upkept as long as your mana or health(suprice suprice) doesn't drop to 0 )
-Focus(non-Instantaneously activated action which will affect the next Skill(s). May cost mana or sacrifice health. Focuses that cost mana are bond to casting speed and focuses that sacrifice health are bound to attack speed)
SPELLS:
The bodypart where spell hits, is determined same way as in melee(hit bar).
If caster wears heavy armor he receives a hit penalty:
-Targeted spells now have miss area in the hit bar
-Non-targeted spells have failure chance%
TO DO:
-Weapon types
-Armor classes (heavy, medium, light)?
-Which weareable items belong to which armor class?
-Attack rating, attack and casting speed, mana and health? regen designs
-Resists?
Okay.. My revision
Jarno Montonen — Sat, 04/12/2008 - 23:27Okay.. My revision from the original system by Grubi:
ITEM SLOTS:
I know this is pretty much exactly what Diablo 2 has, but what's wrong with that :P
The player can set up two complete item sets with the items in his inventory and change those with some quick key. If some items are not set for the item set 2 the ones in the item set 1 will be used when using the item set 2.
-One weapon/shield slot for each hand
-Head (helmets, hats and magical bling-bling items)
-Neck (extra armor peace to ignore critical hits? magical necklaces)
-Body (body armor, cloack, robe)
-Hands (gloves, a set of rings and other jewelry)
-Belt (Like in diablo 2, quick item slots for what ever we come up with)
-Legs (leg armor, shoes)
INVENTORY:
-One item goes to one box, little items stack.
-Infinite ammount of money can be carried.
ATTRIBUTES:
3 primary attributes
6 sub attributes
You can buy sub attributes and abilites with earned XP. One point to each sub attribute increases the corresponding primary attribute by one. Attribute point cost increases linearly by the particular attribute value + a fixed(rather small) value for each bought attribute point. Different abilites cost a different ammount of XP but those values are fixed!
Power:(armors require sertain ammount of power to wear + increases resist for stun and carrying capacity(weight))
-Vitality(Max HP)
-Strength(melee\ranged dmg)
Agility:(improves attack speed)
-Evasion(gives melee\ranged miss chanse)
-Accuracy(improves melee\ranged hit%)
Mind:(increases chance to resist certain effects & casting speed)
-Willpower(mana regen)
-Intelligence(mana pool)
ABILITIES:
Abilities are divided to 3 main groups:
-Skills(spells, attacks and such, also defensive)
-Stance(Instantaneously activated action which will affect Skills or attributes, maximum 1 active at any time, upkeep costs mana regen or degenerates health, but can be upkept as long as your mana or health(suprice suprice) doesn't drop to 0 )
-Focus(non-Instantaneously activated action which will affect the next Skill(s). May cost mana or sacrifice health. Focuses that cost mana are bond to casting speed and focuses that sacrifice health are bound to attack speed)
SPELLS:
The bodypart where spell hits, is determined same way as in melee(hit bar).
If caster wears heavy armor it receives negative hit%:
-Targeted spells now have miss chance% in hit bar
-Non-targeted spells have failure chance%