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[Sticky] Current State of Client Development

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(@pavogani)
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Joined: 11 months ago
Posts: 6
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As promised, I will be providing information on the development state of the game. If things continue to progress as they are currently, I will have a prototype of the client up on the site in about 5-7 days from this post. In the client we will have a default terrain area and some test mobs to try out for combat systems (everything should function correctly except the animations at the moment.) Each combat skill should give a small amount of experience for the governing skill. AKA a melee attack with a sword will advance sword fighting skill by 1-2 exp a swing. Each combat skill should also advance a primary stat each 5 levels. Thes skills can permanently advance up to 4 primary stats. The way this should function is each 5 levels in a skill will give a primary boost as mentioned earlier, however with sword fighting for example, on the 10th level of the skill it would not only give the primary boost, but a secondary stat will also increase. The magic skills will also function similarly, but on the 15th level of a magic class you will gain a small resistance to the magic class itself as well as the primary stat buffs. To better explain the idea here: On the 5 level of the fire magic skill you will gain 1 Intelligence point, on the 10th level you will gain another +1 in intelligence and a +1 to wisdom, on the 15th level you would gain another +1 Intelligence and a small boost to your fire resistance. 

 

The skill advancement system. Every skill at this moment has a max level of 500, with each level increasing the experience required to the next level by 10%. Level 1-2 of any skill will start needing 100 exp, thus level 2 -3 will need 110 exp so on and so forth, until we hit the level cap at 500 (which can easily be boosted in further updates if needed). The hope with this type of skill system is to provide a wide range of skills that the player can use, and each skill will boost the character in specific ways.

There will be classes that learn skills more slowly than others, for example fire magic will be x2 more difficult to level for a warrior than a mage, and at the same time melee skills will be x2 more difficult to level for a mage than a warrior. However, each class can learn any skill. Given they have access to a Scribe, I will cover what a Scribe is in another post shortly after this one.

 

In summary the goal of this prototype test will be to ensure that combat systems are functioning correctly, some map testing, and a few monsters to test in combat. Specifically, the AI of the Mobs, IE they use the skills at the correct times, run if low hp, keep distance during fights etc.

 

I look forward to any and all feedback during this phase in development, and any additional thoughts or suggestions will be greatly appreciated. 

 

P.S Yes Jacob I will be working on the forced pvp event Idea you had, but it might not be ready for the prototype test. Battlegrounds and the like should be available for now though.

In the next few posts, I will add in some screenshots of the players and environments to give everyone an idea of the style I am going for.


   
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(@pavogani)
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Joined: 11 months ago
Posts: 6
Topic starter  

Now that we have covered the timeline and what I plan on testing for in the prototype phase. I will cover a unique profession in the game. This profession will be a Scribe. As this will be a profession and not a class, anyone may become a Scribe. 

The Scribe will be able to create a usable copy of any ability they know. This will be restricted only by the level of skill in Scribing and level of the skill you wish to copy (scribe).

In theory, this should allow a warrior to learn fireball, and a mage to learn two-handed weapon skills etc.

This post was modified 10 months ago by Pavogani

   
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