> my minimalist UI biting me back
took this from my game's description
I'm working on cursor indicators - when you hover over interactable objects this will surely help figure things out when they still won't read my barely a game's description.
> environmental indicators for entry/exit points
I'll add that to my growing list
> replacing my sprite font
I couldn't find I font I liked so I made one myself, nothing special about it, but it's good enough for now.
> Attack Rate / Cast Rate
AGI(Agility)=fast, so I attributed WIZ(Wizardry) to speed too
> granular attribute output
The attribute system behaves in increasing returns, it's a barely-a-demo but I don't want to make things too crazy too early
> Red(Reduction), Rst(Resistance), Block
I swear my brain told me I had answered that, and it's nowhere mentioned in my reply.
- Reduction is flat value subtracted from incoming attack
- Resistance is percentage reduction after going through above
- Block will protect you from incoming damage and status mods
> Property types
class | sub class |
Attack | Physical, Spell |
Physical | Melee, Range |
Spell | Magic, Fire, Cold, Lightning, Poison |
* Damage is after going through Reduction & Resistance formula
> Skill Tree navigation
Man, i tried that, placing the navigator buttons on sides and corners it looked ugly.
I'll try again, might figure it out and make it work, but it aint today.
> Skill Tree's base
It was deliberate that the more advance classes were not so hidden. I wanted players to wander a little bit, but my current design seems unintuitive and needs some work.
> Skill Synergy
There are 3 skill types Active, Passive, and Support.
- Active - your base skill (or use as Support)
- Passive - will modify your character directly
- Support - you can add these to your base skills
> Trial & Error Synergy
I wanted players to do trial & error to find compatible skills but that's too much to ask, I'll create a guide soon.
> Multiple Skills in 1
I wanted to cap the skills added to 10 skill levels, but I don't have to, there is no cap, the resource cost will render skills unusable
> Skill NPC
Nah, loadout shizz don't make sense here, I'll let you edit skills in the middle of the zone, while you get dogpiled by mobs.
> Prime Attributes
They're your character's foundation, high flat values coupled with decent multiplier is the way to go, high multiplier with low flats result are meh
> Sub Attributes not displayed
They are though, in your skill's description
> 59 Exp
That means your level is greater than the current area level, diminishing returns, fight in areas equal or greater than you
> Channeling & Buffs
You'll sweep early game with and will probably be hard to survive without in later levels Priest Buffs
> Channeling Skills
I need to make a quick guide for this class
- Channeling gets faster the more Cast Rate you have
- Priest Buffs has a max 'Channeling Time' of 10, Wizard attack skills has no cap
- Higher Cast Rate will let you accumulate 'Channeling Time' quicker
- You gain 3 seconds of status duration per Channeling Time, and Cast Rate is a multiplier of that duration
Wanna here about my level 8 guide now? haha jk
> Skill Synergy Special Cases
You can add 'Poison Bolt' to 'Poison Orb' but not the reverse, because poison bolt does not benefit & have Poison Orb's AOE modifier if that makes sense, and this is the usual logic