PyTFall > PyTFall: Game design

<--Archived--> (Feats concept)

(1/3) > >>

rudistoned:
What are feats?
Abilities that characters can learn and that do not need detailed modeling by the game.

rudistoned:
I'd like to start the discussion with what we've said so far:


--- Quote from: Xela on June 20, 2013, 03:22:30 PM ---Any ideas on how do we want leveling system to work? [...] Do girls get 'power ups' every 5 - 10 levels, developing traits or higher stat caps?

--- End quote ---


--- Quote from: Xela on June 20, 2013, 04:21:31 PM ---We need to write concept for power-ups first but We should definitely get those, system where player gets to choose from a tree sounds good...

--- End quote ---


--- Quote from: rudistoned on June 20, 2013, 04:11:07 PM ---Concerning leveling benefits, I think girls should gain higher skill caps, or 'power ups' or both. I'm against traits, as many traits represent things you cannot learn (unless we say it happens through "magic", at which point any further explanation is futile). Power-ups (we could also use the word feats) could be organized in trees and grant skill cap increases or skill boni that can raise the current skill level above the cap, or provide new skills to use (like Otherworlds classes do). If we decide to have power-ups, I would vote for turning learnable traits into power-ups (example: "Seductress" could be a power-up as you can learn to seduce people; "Angelic beauty" could not be a power-up as you cannot learn to look like an angel. You either do, or you dont). I think sibr1x had a power-up tree which I liked. We could do something similar :-)

--- End quote ---


--- Quote from: DarkTl on June 21, 2013, 02:49:32 AM ---When we'll have BE, we could use it for battle occupations to learn new spells/skills that cannot be learned by other means.
Actually, we could use slightly different trees for different occupations. Warriors don't need seductive skills, and whores don't need combat skills.

--- End quote ---

Two questions we should address early are the name for this game element and what it should actually represent.

Should we use "power-up" as name for this game element?
 To be honest, I don't like the name "power-up" very much as it is a bit unwieldy. I'd like to propose the name "feat" (again, inspired by D&D), whish is shorter, one word, no dash and some people might already have an idea what it is based on their experience with D&D-based games. I'll use feat here to talk about whats called "power-up" in the quotes above.

What is a feat?
A feat is a noteworthy ability a character learned. This ability does not require detailed modeling by the game, because in that case it should be a skill. In some games, feats are also used to describe innate abilities of characters, abilities these characters were born with. You either have or don't have innate abilities and you cannot learn them (unless by magic or divine intervention). I would suggest that innate abilites should be traits in pytfall rather than feats, or maybe they should be a new category of abilities called advantages.

How do feats relate to traits? What are traits, actually?

DarkTl:
Traits are, well, traits of personality and appearance intended to describe the character in outline according to the source, to be flags for events and to change initial stats.
Strictly speaking, we don't have enough traits to make every single character truly unique, but when we'll have BE with skills, spells, etc., things will improve hopefully.

As example, Not Human is a general trait for all elves, fairies and so on; it has various bonuses and penalties to stats and it could be important for some customers. Innate elven low light vision feat from d&d could be useful in some dungeons only, druid's venom immunity feat could be useful against venomous mobs only, etc.

Xela:
Yeap, that's a fair explanation.

In WM, girls gain traits on leveling up. We can build a tree, unlocking many things (like unique jobs, abilities, increases of relevant max stats and so on). I made a list of my immidiate coding plans, if you guys want to work on concepts, go right ahead, it is at least as useful as coding.

PS: Traits are basically rather simple modifiers to stats, their options are limited. With feats (just like effects) we can be much more specific, for example, getting actual, solid bonuses while performing jobs (that couldn't be achieved by simply increasing stats). We can do stuff like faster exp gain, free extra shift when performing specific job, better luck in finding good items when raining catacombs and so on. Same thing can be achieved with checking for specific traits obviously but we with feats we can build actual trees (once again, can be done with traits :D).

rudistoned:
Just to be clear:
I'm not proposing we adopt D&Ds feats, I am proposing we adopt the concept of feats from D&D.

So, currently traits are used to represent any of the following in the game:

Magic talent -> an ability the character was born with and could not learn

Virgin -> an attribute the character was born with and could not learn

Long hair -> an attribute the character aquired without effort

Big boobs -> an attribute the character was either born with or aquired through surgery (if the techlevel/availability of magic in pytfall allows that)

Scars -> an attribute the character aquired after birth

Courtly demeanor -> an ability the character learned through training

Fighter -> a profession  the character learned through training

Lesbian -> a sexual orientation

Caught a Cold -> a disease temporarily affecting the character



I think it would be easier to talk about game concepts if traits were not used to describe almost everything.

Navigation

[0] Message Index

[#] Next page

Go to full version