The Daily Click ::. Projects ::. Twisted Tower - Chapter 1
 

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:

Still Alive!
Posted 5th Dec 11, by HitmanN  
I think it's about time I start seeing into working on Twisted Tower again. It's still hard to find the energy to do so, but weekends should be ideal for that at least.

I have some pretty big plans for a revamp of the weapon proficiency system too. The basic functions and groupings would remain the same, but the learnable bonuses and special attacks would be selectable from a grid of options, partially limited by selection of the two talents. Kind of like skill trees in MMO's, but not in form of trees, and not restricted by level as much. The main reason for this would be to reduce linearity in character development. I don't like the idea of forcing player to learn Special Attack A just so they can learn Special Attack B. Instead, I'm giving the option to put two points on Special Attack B outright, so you can make that favorite move of yours even more powerful, at the cost of not learning/upgrading Special Attack A. As long as all options are in balance with each other, the full range of options can be presented early in the game. This is still just a plan, but I've got some designs and graphics in the works for it. Secondary benefit of the system would be that the screen which shows the skill/bonus grid also shows what things you've already learned. That info isn't currently available anywhere, so if you forget that you've learned a special attack, you may never remember to use it. Not cool.

More spells and decorations should be on the way too, once I really get in a spriting mood.

Posted by Del Duio 8th December, 2011

Damn HitmanN, you need to finish this baby I want to play it!
 
Posted by HitmanN 8th December, 2011

That'll still take a while, but there's some progress again, yay!
 
Posted by Del Duio 8th December, 2011

In your example above, you could have a staff's special move A be a swing in a wide arc, and special move B be a powerful straight jab with longer reach. Both would have functionality in the game, and not everyone would or could pick the "best" move because it'd fit their playstyles differently.
 
Posted by HitmanN 8th December, 2011

Something like that, yes, though for the time being there'll be only one special move for each weapon type. As an example, the current progression forces two-handed users to learn Shrapnel Smash first, then later on Spinning Slash. If you don't use hammers at all, learning Shrapnel Smash is pointless, and you'd likely want to learn something more useful in its place.

Thus, with the new system, you can choose to only learn Spinning Slash, and even put the points of Shrapnel Smash to improving Spinning Slash even further, if you wish. Or you can just enjoy the basic bonuses of two-handed proficiency and put the points on extra HP or MP instead of special moves. You'll have much more freedom in how to build a character.

You can only put points on two talents though, limiting the availability of certain upgrades. As an example, if you pick Fighter and Guardian as talents, you won't have access to powerful magic upgrades, and can never become truly powerful at magic use. On the other hand, if you pick Mage and Druid, you'll get access to casting time reductions, spell power increases, MP regeneration, etc, but your ranged and melee capabilities remain limited. There'll be some upgrades that are always available, like enhanced potion effects, better loot chances, etc, but the bonuses that define specialization are only available if you've chosen the proper talent.

To become powerful at melee combat, choose Fighter.
To become tough and resilient, choose Guardian.
To become nimble and have high stamina, choose Lancer.
To become powerful at ranged combat, choose Ranger.
To become powerful at casting offensive spells, choose Mage.
To become more efficient with protective spells, choose Druid.

But you can only become two of these things.

So, to summarize, you could freely choose what bonuses to upgrade, but some bonuses would not be available, depending on what talents you choose.

Further chapters could potentially offer unlocking an additional class, but ultimately I wouldn't want the game to open up everything for the player, to preserve replayability factor.
 
Posted by Del Duio 11th December, 2011

That's a pretty cool idea, however maybe you could also give the player the option to double specialize in a class (ex. Fighter / Fighter and be super powerful at melee combat).

You could go 1 of 6 "pure" classes this way and get the most out of that class, or go hybrid Fighter / Druid and stuff like that to be pretty good at melee and have some minor protective spells.
 
Posted by HitmanN 11th December, 2011

I've been pondering on that option too, but it could potentially make playing certain parts of the game very hard if you only focus on one talent.

Although... it did give me a new idea altogether. Currently the idea is that talents are upgradable in the same way as any other skill bonus, but you can only unlock two talents. Each new level of a bonus would cost one point more than the last. What if talents were upgradable with a different point system, where each talent level would cost pne talent point, and you'd occasionally get one, up to a maximum of, say, 5. Thus, you could unlock and put one point on five different talents, or you could put all five points on one talent. End result in the latter being that you only get access to one talent's bonuses, but that talent's focus would become very powerful. The risk with this system is that it might be too good an option to just put one point on five different talents and get tiny bonuses on almost everything, so that you don't really suck with any aspect.

It may be more simpler to just leave the unlocking limited at two talents. You can still choose to unlock a second talent, but not put any skill points in its bonuses, beyond the talent's defaults, and put all points on one talent's bonuses instead. The talents would remain as mere doors with minor benefits, and even if you open one, you don't get anything from the other side unless you also invest skill points.
 


 



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