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.
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