Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I was pretty sure that was the only way to go about it too. It's functional at least but this was more about aesthetics than anything else. Other games that use skill trees often have multiple ranks per node and their skill trees look neat and organized. I had a friend play test this weekend and he had asked about multiple activation's of a node and had encouraged me to do nodes like that. At the moment I I have no nodes that need to call a variable through a common event, this was just a conceptual question.  I have noticed that the larger a skill tree is the higher chance something will be inputted wrong, that's on us developers though, but multiple activation means more nodes which in return means bigger skill trees. I know alterations to your plugin is a lot of work on your part and please know I am only stating my opinion and making suggestions. Thank you for your quick answer and I wish you the best!

Hi Gumbanomicon,

it seems that my answer came out a bit to rude last time. First of all, I wanted to say thank you for all your questions and feedback. It helps me tremendously when working on the plugin. 

Regarding my last message, I just wanted to say that from my standpoint the feature of multiple node unlocks doesn't outweight the amount of work that needs to be put in. 

It's actually quite hard to make this plugin work in all use cases. Most games might actually prefer more icon based skill trees like League of Legends Masteries, Shadow of War or Assasins Creed skilltrees.  So it might be worth moving the plugin more in this direction. I'm definitely look into such visual options, but at the moment I can't confirm anything.

Best regards,
Felski

Hi Felski, 

I totally understand the extra work, you know better than anyone else. Your last post didn't sound rude it was just to the point. As for your coming  update  it sounded as if we will be able to use plugin commands to activate and unactivate a node? If that's the case it actually opens up quite a bit of stuff that can be done without having a bunch of repetitive nodes. I know that's not exactly what I asked about in this thread but it's still big news for my project.  It just leaves me with the question of can we use a variable as a cost for a node? I'm glad my questions have been helpful I was starting to think they may of started to become annoying. I've been happy with the look of the skill tree so far, it's more than I ever expected to have access to. League of Legends skill trees do look nice but I am fine with whatever look you decide to go with.  

Thanks again Felski.