5 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

It took me a while to figure out (and to find out how to create) my skill system. Introducing the Virtue System.

It took me a long time to figure out what sort of skill system I wanted to use for Chronology. While classic, I wanted to do something different than the 'gain level, learn skill' mechanic, but I didn't want it to deviate too far from classic RPG gameplay, either. So I decided to go for the classic skill tree variation with some tweaks, and thus the Virtue System came about. This way, players can gain skills in a relatively plannable way, while still allowing them a degree of choice on where they want to spend their skills.



The premise is simple; upon gaining a level, characters receive Virtue Points, which are then used to follow along a tree to gain skills or traits.

Physical Skills-Represented by the sword icon, these are skills that are physical in nature, or more simply, those where magical stats have a minority contribution or no contribution. These are not always offensive skills.

Magic Skills-Represented by the ball icon, these are skills that are magical in nature, or more simply, those where physical stats have a minority contribution or no contribution. These are either general 'magic spells' or other magic based abilities.

Traits-Represented by the triangle and the 'T', traits are passive skills that enhance the abilities of a character in concrete ways. Examples of 'Traits' are...

Shellcracker-Critical hits lower defense
Ignis Et Glacies- Fire and Ice damage increased 25%
Blood Rage-Attack increases as HP decreases, up to 125%
The Dauntless-Offense increases by 5% per enemy in battle

Things like that.

What you're looking at on the screenshot represented about 80% of what the in game product is going to look like. Besides some minor issues, it works very well, and I am thinking about spilling up the Trees per character so that each character has two sets of trees to give the player even more choice where to invest their Virtue Points.

So yeah!

Posts

Pages: 1
Craze
why would i heal when i could equip a morningstar
15170
+25% spell damage sounds way stronger than The Dauntless, haha... Otherwise, I'm fine with this. I don't love skill trees because it feels like I'm missing out on the other choices but that's entirely my feelings and not a criticism of the system in general. I mean, I love Path of Exile. (Look it up. It's amazing. We call it the "skilldrassil.")

edit: Got an extra minute at work. http://poebuilder.com Enjoy
I guess the big question is : How much of the skill tree is going to be unused during a single playthrough?
Will it be like Diablo 2 where one player's Whirlwind Barb is another player's Frenzy Barb, or will they all wind up having roughly the same skill sets by endgame?
author=Dy
I guess the big question is : How much of the skill tree is going to be unused during a single playthrough? Will it be like Diablo 2 where one player's Whirlwind Barb is another player's Frenzy Barb, or will they all wind up having roughly the same skill sets by endgame?

Basically it's a question of utility and balance. I don't want certain skills to be more universally useful than other skills, and I want the player to feel confident in their choices and to be able to feel good about developing 'builds'. I also want to avoid scenarios where one choice is universally better than the other choice.

I want different players to be able to have different skills, across different characters, across different playthroughs, with more than 'one' way to play. I liked Dragon Age 2's approach to it, where there's no real 'right' way to build your characters, and you can make different skills and passives play off each other in interesting ways. It's for the above reasons why I'm most likely going to use more than one table for each character.

Mathematically there is still probably going to be 'optimal' builds, but I'll try to make it as balanced as possible.

Craze: you da real mvp
Sounds awesome. Just be careful not to make the same boo-boo harmonic did in Legacies of Dondoran. His skill trees had the ultimate skills requiring ~40 prerequisite points to get, but then the game only provided ~60 skill points total, so a few misspent points could leave the player stuck bringing Fire 2 to the final boss instead of Ultima.
Craze
why would i heal when i could equip a morningstar
15170
re: doodieroodie: I had to, like, halve the final boss's stats in the editor to beat her. This is after I got every treasure in the game and had a fully epik party. harmonic sux

...sorry is that not relevant

edit: also you should talk to louiscyphre/chaosprodutions/lou/lorne about this. he set up a VERY similar multi-tree system for one of his unreleased projects, and might be able to help both with gam mak and with code (i'm saying this without his word so code isn't a promise)
author=Dy
Sounds awesome. Just be careful not to make the same boo-boo harmonic did in Legacies of Dondoran. His skill trees had the ultimate skills requiring ~40 prerequisite points to get, but then the game only provided ~60 skill points total, so a few misspent points could leave the player stuck bringing Fire 2 to the final boss instead of Ultima.


author=Craze
re: doodieroodie: I had to, like, halve the final boss's stats in the editor to beat her. This is after I got every treasure in the game and had a fully epik party. harmonic sux

...sorry is that not relevant


Yeah, that's definitely something I'm working to avoid. I want to make it so that the player really can't get all of the skills in the game (because if you could, why choose?), but at the same time, make most of the choices meaningful and viable. At no point do I want the player to feel stuck.

And yeah, that example beta skill 'The Dauntless' may get tweaked a little!

author=Craze
edit: also you should talk to louiscyphre/chaosprodutions/lou/lorne about this. he set up a VERY similar multi-tree system for one of his unreleased projects, and might be able to help both with gam mak and with code (i'm saying this without his word so code isn't a promise)


I might just do that!
Pages: 1