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Basement.png
marim_skill_tree_completed.png
Clareain_Christopher:
I'm not sure what you mean. If it's the right one it's there, it's just a bit dark abainst the dark red background.. I might make it more visable.
Currently you can't reset the choices you have made. I might implement a feature where you can reset the skill tree for a sum of money, but on the other hand that doesn't force the player to make coices. I want the player to think about the coices he makes.
Adon237:
You're given 1 skill point per level. When you level up a character he or she gets a skill point to spend in his/her skill tree. The skills on the left and right (the ones with similar icons) are ranked skills (rank 1, 2 and 3 of the same skill). The others are individual skills. The tiers mean that a skill on tier 1 costs 1 skill point, a skill on tier 2 costs 2 skill points, etc. The player has to follow the arrows to unlock skills, so a skill on tier 2 cannot be unlocked unless the skill leading to that skill (with an arrow) has been unlocked first. Note that on tier 3 there are two skills that need two other skills unlocked first before they can be unlocked (they have two arrows leading to them). I hope this was clearifying.
The skill names can be found in this overview, but the skill descripitions are not done yet. There is a lot of tweaking to do before those are finished.
I'm not sure what you mean. If it's the right one it's there, it's just a bit dark abainst the dark red background.. I might make it more visable.
Currently you can't reset the choices you have made. I might implement a feature where you can reset the skill tree for a sum of money, but on the other hand that doesn't force the player to make coices. I want the player to think about the coices he makes.
Adon237:
You're given 1 skill point per level. When you level up a character he or she gets a skill point to spend in his/her skill tree. The skills on the left and right (the ones with similar icons) are ranked skills (rank 1, 2 and 3 of the same skill). The others are individual skills. The tiers mean that a skill on tier 1 costs 1 skill point, a skill on tier 2 costs 2 skill points, etc. The player has to follow the arrows to unlock skills, so a skill on tier 2 cannot be unlocked unless the skill leading to that skill (with an arrow) has been unlocked first. Note that on tier 3 there are two skills that need two other skills unlocked first before they can be unlocked (they have two arrows leading to them). I hope this was clearifying.
The skill names can be found in this overview, but the skill descripitions are not done yet. There is a lot of tweaking to do before those are finished.
red_ted.png
author=Noel_Kreiss
They're as red as I am a hen. -_-" But anyways, if I think correctly this is related to a sidequest, right? Nice idea for it.
They're pink, which is part of a joke. Remember, it's not a doll it' an action figure. Furthermore, yes it's a sidequest that spans the entire game. You can read about it in my latest blog entry.
Image16.png
author=Incarnate
you spelled awesome wrong :(
I did, one of many spelling mistakes in an unfinished game. However, this is no longer in the game, it is now called "neat tune", so the issue has resolved itself.
marim_skill_tree.png
author=Clareain_Christopher
Interesting so far.
Do you mind sharing the WIP description of what these talents do?
That isn't quite decided yet, but you can read a description of my current thoughts about them in my latest development blog.
bellona_angry.png
author=Clareain_Christopher
I like this map design.
Bellona is quite the bitch, lol.
Thank you. I work very hard on my maps.
Everwind Dev Blog #6 - Perks
author=Clareain_Christopher
Epic feature, but why not give these perks to only certain characters?
I mean it would make balancing a hell of a lot more easier, wouldn't it?
(gives all eva perks to MC--MC now is able to avoid 90% of all attack)
An issue I'm constantly thinking of. More freedom to the player always means less control for me. Balancing it all is going to be a blast (to the head). You make a good point, maybe I'll fix perks to specific characters. I will have to play around with it a bit more before I make a final decision. All the systems have to work together before I can determine if this is going to be a balance problem. Thanks for your comment.
Everwind DevBlog #5 - Stealing
author=bigtime
Sounds very nice. Making good use of skills. What are some examples of things we can steal?
The items are simply called Cheap Loot, Common Loot, Rare Loot, Valuable Loot and Epic Loot. These can be be sold for cash.
treasure_map_01.png
Everwind DevBlog #4 - Alchemy and Treasure Hunting
author=Hesufo
You should crop the size of the map further in order to make the treasure hunting more challenging!
About the level scaling on Skills, you could make 'em learnable from books that could perhaps be trophy-tradeable/obelisk rewards, or obtainable via sidequests. Of course, you could still introduce some of them through the main quest, as a means of increasing your skills accordingly to the characters' level.
Yes, I might do that on some of the maps. Some easy, some more challenging.
Maybe, but I want to force the player to make choices. He is not supposed to be able to learn all the skills. In irder to be good at alchemy, he has to sacrifice to be good at stealing/lockpicking or speech. But I don't think I'm going to introduce any of the skills via the main quest. It will all be optional. Right now I think I want to make trainers that require training points in addition to a sum of money that increases when the skill becomes more advanced. That will keep the player from learning a high skill at a low level.













