Saturday, April 21, 2012

Melee System!

Well, I'm using my iPad (Which'll see its fair share of Pop! in its developmental stages, I'm sure) to write this post, and there's a little section in the app I'm using for "Title," so we'll see what comes out the other end.

Now onto the melee system! Here's the run-down: The melee system will be pretty similar in concept to the magic system, in that all the skills will be infinitely (indefinitely) upgradable, in a grid-not-a-tree formation, and not have any prerequisites.

Before I continue, let me explain what I mean by "No prerequisites except experience." I mean that to unlock an ability, all you need is experience - but the more powerful abilities to start will require more experience than others. It'll be pretty balanced, but I don't think I'll make it perfect . . . >:)

So, kind of like with the different magic types, there will be different weapon types: Swords, daggers, knives, axes, hammers, etc. (Any others? COMMENT). Each of the types, except daggers and knives, for obvious reasons, will have both 1H and 2H weapons. The weapons themselves will only be vessels for your abilities, but they'll each have their own bonuses and damage increases (And I probably will implement an enchantment system, too). Another thing about how two different 1H swords will actually be different, apart from looks, is their base strike damage. Your base strike is basically just you swinging your weapon without using any abilities.

There will be more grids for each weapon (2 grids per weapon - 1 for 1H, 1 for 2H), and probably about the same amount of weapon types as magic types, meaning there'll be less abilities per grid (I'll still churn out enough abilities per weapon so that you won't feel constricted or anything).

There needs to be a section alone for dual-weilding. Dual wielding will be for ability diversity, not for extra damage (You'll have two weapons with unique abilities instead of one). Let's say that with your sword, you have this crazily updated charge attack, but you want to follow it up with a swoop that will knock your enemy back. What better weapon for this than a hammer is there? So now you can rush your enemy, inflict a bunch of damage with your charge, and then knock them back before they can strike back at you.

As for shields, they'll take up a hand slot, and you'll see your character holding it, but there probably won't be a shield-using system - it'll just absorb some damage and have a chance of blocking attacks.

No comments: