Interface

I’ve been working pretty constantly at the game and I’m starting to make progress on the gameplay systems. My current plan is to have three high level attributes – Power, Grace and Will, that direct the gameplay in different ways. The idea is not to have particular strategies hinge on the these attributes, but rather to affect the style of play. For example, a spell caster who is powerful and willful will have a significant boost to the power/ duration/ effects of spells, but due to the lack of grace, spells will be cast slower and be less accurate. A combat oriented character can be a swift duelist or a tank.

This will hopefully allow the player to define their own style of play intuitively. The attributes that dictate success at a particular action will be controlled by secondary attributes, probably a skill system.

I wanted to come up with a cool way to display the three characteristics, rather than the standard stack of integer values.

The idea here is that each color corresponds to an attribute, and each time you increase it another ring is added.

The cool thing about this is that it gives you a visual indication of the ratios between attributes, and also it records the history of  what order they were increased in. For example, in the above picture, the red attribute was the last to be increased, and was increased four times consecutively.

It couldn’t hurt to provide integer values as well, but hopefully this will be a cool way of recording and display character growth over time.

Other than this, I’ve been working on some AI stuff like path finding and steering, as well as making some better quality character assets. I’m arriving at a pretty clear overview of everything left to be done and I think I’m successfully avoiding feature creep.

 

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One Response to “Interface”

  1. That is a really neat way to do the attributes! I especially like how it makes it a subtle visual history of your choices. Keep it up man!

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