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Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

Rebalance
Posted 10th Jun 11, by HitmanN  
I recently decided to do a small overhaul of the entire stat and damage scaling. In a general sense, I've roughly tripled (2.5-3x) all values. So, instead of doing 1-2 points of damage with your first weapon, you'll now do 4-5. HP values have also been increased accordingly as well, obviously. Level ups still give only two stat points, but I've reduced the experience requirements for level ups as well, so you'll get them more often. Earlier, you were supposed to be around level 15 when you finish the first chapter (30 floors), but now it's looking to be 25-30 instead.

Also, weapon and spell proficiencies give additional bonuses, adding incentive to focus on one or two different groups. As you see in the screenshot, both one-handed and two-handed weapons give some additional bonuses, when equipped. The bonuses depend on the group. Two-handed weapons only give DEF and ATK, while Polearms give much MGC and some DEF and SPD, etc. The numbers in the screenshot are still small, but once you reach level 3 of a weapon proficiency, you also get additional 10 or 15% to overall damage modifier. By level 8 or so of a proficiency, you'll already get 3-4 points to 2-3 different stats already, which obviously makes a difference. A weapon with lesser stat but high proficiency can actually be much better than a weapon with stronger stats, but no proficiency.

The bigger numbers also mean that you're more often getting bonuses out of DEF as well, since now even a small advantage can reduce a point of damage, whereas before it rounded down to 0 reduction more easily.

I've also reduced MP costs of spells, in relation to the maximum MP amount, and proficiencies give even more bonuses to Casting time reductions, MP drop chances, MP Costs, etc. For the first time, I've really felt like magic-focused builds were able to function. Elemental proficiency focuses more on being able to cast spells often and for less MP, while Mystic increases chances of MP drops, and eventually improves stuff like healing spell strength.

Overall, making this change just made everything feel much more functional, and proficiency focus more rewarding and tempting. There's still a ton of balancing to do though, and I need to add uses for SPD stat (I already have something interesting in mind for that), but I'm really happy I bothered to do this change. It makes a huge difference.
Preview


Posted by Shiru 10th June, 2011

Great balancing, the game seems better like this.
Spells will be more fun to use ! How is the SPD stat used ? I know that you use it with Bows but why not using this stat for Stamina charging ?



Actually, what is the maximum damage in your game ? Did you set a limit like 999 or even 99 999 (like mine) ? Also... what is the maximum level (99 I think) ?

If I'm level... 50, how much damage can I do with my character at 75 ATK and the enemy with 20 DEF ?


 
Posted by HitmanN 10th June, 2011

Shiru:
SPD is currently only used for minor effects to speed of shooting arrows, running, and to maximum jump height. Maximum stamina also increases somewhat with SPD (by 20 points. default maximum is 1000). The effects of a few points of SPD are thus not big to any of these, so that's why more incentive is needed to leveling up the stat. Evasion could be one thing, but I have something else in mind to try first.

There's currently no limit to damage, but it'll likely end up being 99 or 999 or something like that. Depends on how many chapters long the game will end up being. (Ideally 4 chapters, but that might be too ambitious for now)

75 ATK against 20 DEF is full damage, 75 points. DEF needs to be at least half of the ATK to start reducing the damage. Character level itself doesn't affect anything in the game, it's just a descriptive, collective value of the character's base stats.
Comment edited by HitmanN on 6/10/2011
 
Posted by Shiru 10th June, 2011

Thanks for the answer, HitmanN !

I didn't know that it was also use for running and jump height, thanks for this information !

Evasion ? So the player will move by itself to evade an attack or is it simply a amount of "%" to evade enemy attacks ? (So it will be written "Miss!" over the player's head instead of damage).


Ok for the damage limit, it looks more like Castlevania in this way !

Oh yeah, that's right about the damages ! I've kinda forgotten that -_-' !

Are you going to put a video for the next devlog ?


 
Posted by HitmanN 10th June, 2011

Shiru:
In case of evasion it would be hit or miss attacks. I don't generally like the idea though. Being able to evade damage completely, be it player or enemy, is kinda annoying at times.

Dunno when the next devlog will be, so dunno about new videos yet. ;p
 


 



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