Hi!
Continueing discussion from here (because you're definitely not talking about items anymore
):Well, let's see what currently is bad - then we can determine if a new system is necessary (or if the problems can be solved with the old one).
Sounds like a plan.
- Skills - Current skills are very boring, I think I don't need to tell you why; characters need (partially unique) skills that are actually interesting
Skills are not an issue. It's not about changing the BE, it's about adding content to it.
- UI - Damn, the current UI is so horrible I don't know where to start complaining; it needs to be redone from scratch. Right now, everything is wrong, colors, placement, style, it's a mess; and yes, the UI is a very important part of the system - why do you think iPhones sell better than Android smartphones?
Once again, matter of restyling. This is basic stuff, I would have been done with it long time ago if I had a clue on what good design for BE UI is. Gismo is responsible for all the recent updates to game ui and he's gone as well.
- Enemies - Similar to skills, enemies need to be a lot more diverse and interesting
Once again, content. Also a matter of adding written content and goals/quests/jobs to the Arena for example.
- Loot - Rewards need to be more consistent, some randomness is fine but at the moment it's too much
I left these thing up to Dark and CW. But it's content once again.
- Leveling - Experience progression needs to be less linear, which is somewhat off topic here
Agreed, we've decided to keep it "linear" (it's not actually linear but close to it) until gamedesign took coherent shape so we can tell what the options are.
Functionality wise, take a look at Adventurer Manager - it has a very simple combat system, comparable to what you already have in place, but more fleshed out.
The UI still isn't good though, please don't copy that.
Assume we can do anything except 3D renders (yet, they are planning to add that next year I think), any effects, placements, animations, transitions in the confinements of the graphical resources we have or can find on the net. What does a decent UI look like? Maybe even an example from youtube...
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Basically we're on the same page here, general BE design (I love), while UI + Content need updates.
I just pushed 3 or 4 commits so I can fall back to server version of code and completely mess up the BE.
My plan as it stands now:
1) Kill stats system if the BE (there is very deep integration of what this into the engine that is not really acceptable to us, this is the part I am worried about the most)
2) Instead of overcomplicated bridge, provide instance of our own classes to the BE and use whatever required
3) Add new battle scheme that handles rows
I am going in with an axe instead of a scalpel... if something proves to difficult, confusing or time consuming, there will be our own version written from scratch.
Right. That's why we had to use that specific, customly rendered bg for arena, because it was so simple to find a decent one.
Current BE has high demands for bg. It should have a certain angle of drawing, so that characters don't look strange.
What we need is a BE that could be used anywhere, on any bg. You have been attacked on the street, BE uses that street bg.
We had three options for the Arena. I found another kickass option somewhere on the game forums some time ago, could prolly traced it back if something depended on it.
When we were offered a render I thought it would suck, but why the heck not...? Turned out not just great but also animated

If you're suggesting one of those engines that are focuses off logic, display just the portraits and have a small picture of the area in the middle while the ui is places on left/right sides, I hate those designs

Otherwise, if you're talking about using different sizes of sprites with specific placements on the BG, I don't mind.