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Vector td strats4/14/2023 Having written this all out though, I think there are some pretty clear next steps. If equipment gets super varied and specific it can quickly become extraordinarily tedious to sort and process, something that we avoided, perhaps to a fault, in DQ1. Should we have them at all? Does removing them simplify too much of the RPG part of the game? Does keeping them really serve any useful purpose?Īnd if we don't have passives, that means the only between-battle customization that players have is with equipment. I also need to figure out what to do with passive skills. Which is not inherently bad, but might give players less sense of ownership over the characters. So what's troubling me? Well.without a skill tree your character progress is limited to leveling up and equipment. It does make the boost process slightly less streamlined, but it should also reduce the tedium of dealing with re-specing. This has the advantage of giving players dynamic on-the-fly control during a battle. So now I'm leaning more towards the Kingdom Rush / Cursed Treasure / BTD5 / Protector approach of having branching upgrade paths, so that whenever you boost a character you'd pick between two skills. I was previously intending to emulate more of a Diablo 3 system here, unlocking skills and passive boosts as you level up a character and letting you change them whenever in between levels.īut then.what if you're in the middle of a level and you discover that you have the wrong skill? Is it really a good experience to punish the player for not planning appropriately and having all the right skills? Doesn't seem like it to me. DQ1 is dropping the character count substantially (10 - 12 unique characters), but that's still a lot of skill trees. But different strategies required re-specing, and it was all very tedious, especially across 36 different characters. Now, with DQ1 we had a skill tree for each character that was mostly just a single split and the "interesting" part was figuring out which skills to boost with points. Diablo 3 took a very different approach by actually removing the concept of skill points and even a skill tree, opting instead for giving players the freedom to play around with different "builds" of their characters by selecting a combination of skills and passive bonuses. However, these choices were permanent (no re-specing that I recall) and were only managed on a single character a time. I got to pick how to spend my skill points and stat points and saw real, tangible results from those choices. Upgrading my character in Diablo 2 was tremendously fun. Those will come out in various parts of my game designs, but Diablo has generally been my favorite for character progression and growth. Some of my biggest RPG inspirations are Final Fantasy (VII and VIII mostly), Final Fantasy Tactics, and the Diablo series. I think I ended up answering my own question by writing it out, but I figured you all would enjoy seeing a bit of my thought process and may have some comments and thoughts anyway so I'm going to go ahead and post it. I originally wrote this to be a question.
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