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Author Topic: My next class concept  (Read 18130 times)

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My next class concept
« on: »
Disclaimer: if any non developer wants to download, this is not a packed mod file and is only a folder containing the raw data, this is to be run by people who know how to use GUTS, and can test within the editor.

hey guys, so ive been working on this thing on/off for a couple of months, i would love to speed up my pace but the world is an unfortunate place,
anyways..
im essentially showcasing a concept of the mechanics ive developed for this class, hopefully if some of you guys digg in to the files you can decipher my techniques  ;D
this thing is still in an embryonic stage. 1 tree is done and ive chipped away abit on the 2nd tree.
so here goes..

PRESENTING THE SHADOW MASTER
(still deliberating on the name)


COMBO SYSTEM

so what is the main gimmick of this class?
it uses an unorthodox spell system involving gathering resources with hits from your basic attacks. this "combo system" allows you to rack up combo points as you fight. and expend them as finishing blows, represented as your spells

some spells dont cost any points but those are mainly toggle spells or strong utility spells with long cooldowns, all primary damaging spells use a certain amount of combo points!

what im attempting to do with this class is suppress the spam fest that these kinda games turn into.
there are balance issues with using auto attacks but ive tried to address those in the skills and passives that this class offers.

- your basic auto attacks now always consumes mana, equal to 1% of your maximum weapon damage, what this does is make the skills cost something more tangible and scale up as you get stronger, since combo points are so easily obtained, another fail-safe ive added is that when you run out of mana/drop bellow a certain level you can no longer gain combo points, this relationship between mana and combo points creates a situation where you still pay mana for using skills, but you have to use basic attacks 1st..

-certain passives allow you to enhance your basic attacks, but... these passives are, in a way semi active, for the price of enhanced auto attacks you spend additional flat mana each time the effect is procced, if you run out of mana the passive effect deactivates, these passives are there to fill in the mundane task of using basic attacks, and allow you to dish out damage weather you use skills or not.
all of these restrictions are based around the fact that basic attacks allow you to leech life and mana, which should even out these drawbacks once you get these stats.

SKILL TREES

ive limited the spells to use certain weapon types so each tree gives a distinct feeling to it, there are some skils which are universal and can be crossed over with the other trees so the customization is still there

-the 1st tree is the meele based agile fighter archetype, ive tried to make it feel like a berserker and assassin mixed together, the combo point costs are moderate but not too high, so you can get a flow going as you meele down monsters with basic attacks and use finishing spells to devastate large areas
basically your a ninja :D

-the 2nd tree is focused around ranged combat, with single target ranged weapons, cannons and shotguns are not particularly encouraged by this tree. anyway. this tree focuses on big pay off attacks and long range crowd control, the combo point costs will be large to encourage frequent use of basic attacks and repositioning to get the right moment to unleash your skills.

-for the final tree i plan on adding a new dimension of mechanincs involving minion management and manipulation along with the combo point system, this final tree will be the namesake of the class(shadowmaster) the minions will be your own shadows which can be manipulated by the skills in the 3rd tree, this tree will focus on mobility, magic damage and use of minions to sway fights in your favor.

if any of you guys somehow read up to this point i commend you  ;D
anyways have a look and see what you like, but.. again this class is not done yet,
only 1 skill tree has all of its spells and passives(the 1st one)
still.. have a go and tell me if you like it.

GOOGLE DRIVE DOWNLOAD

Direct attachment bellow




« Last Edit: January 03, 2015, 11:03:13 am by TwinkleToes »

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Re: My next class concept
« Reply #1 on: »
This is very intriguing Twinkle! I requested access so i can playtest ;)


Re: My next class concept
« Reply #2 on: »
 ???
sorry bout that phan, i think i linked it without putting access to the file on google drive, ive re linked it so it can be shared
also in case i screwed that up i also put in a direct attachment
« Last Edit: January 03, 2015, 11:02:22 am by TwinkleToes »

Re: My next class concept
« Reply #3 on: »
Sounds like great fun.  Especially looking forward to the 3rd tree's skills.

Re: My next class concept
« Reply #4 on: »
Hey NP Twinkle ;) I went for your uploaded file.  Will give feedback as soon as I've played it enough to get a feel


Re: My next class concept
« Reply #5 on: »
Hi Twinkle! The charge bar art isn't rendering right, makes it hard to see what combo-points I've got.

Spoiler (hover to show)


Re: My next class concept
« Reply #6 on: »
did you try it in the editor 1st?

also try putting the mod you created as the priority
maybe some files are bugging out because of overlaps.

Re: My next class concept
« Reply #7 on: »
The charge bar art isn't rendering right, makes it hard to see what combo-points I've got.
For me it is working properly.

TwinkleToes, magnificent work, interesting mechanics, beautiful special effects.
I really like this Shadow master. Hmmm... Maybe you'll take my Faceless model for this class?  :-\

Re: My next class concept
« Reply #8 on: »
-for the final tree i plan on adding a new dimension of mechanincs involving minion management
Moreover, you can use my mechanical creatures. It will be a cool steampunk ninjas!  :D

Re: My next class concept
« Reply #9 on: »
thanks kva  :D
ill get to the appearances last, maybe ill pick up your models up for it, but i might need help in that part.

Re: My next class concept
« Reply #10 on: »
but i might need help in that part.
That I can do myself. Now I'm working on it, but there are some problems. Again!  >:(

« Last Edit: January 05, 2015, 09:37:38 am by Kva3imoda »

Re: My next class concept
« Reply #11 on: »
cool :D, if you get the whole wardrobe thing done i can design an outfit to go with the model, i have some experience in that from when i was doing mods for LoL  8)

Re: My next class concept
« Reply #12 on: »
cool :D, if you get the whole wardrobe thing done i can design an outfit to go with the model, i have some experience in that from when i was doing mods for LoL  8)
Well, I was planning to use a standard wardrobe as you know it is working fine. Need to do a lot of boring and simple operations, but it is possible. But also it is possible to do something special.
I'm glad you like my idea, because I do a lot of interesting concepts, but people can not play it. It's sad that I can`t complete my work, but a complex mod can solve this problem. Unique class with a unique appearance - it's really cool, I've always dreamed about it, but I'm weak in a class creation.

Re: My next class concept
« Reply #13 on: »
Hey Twinkle.

Is there any progress? I thought that maybe I prepare the Faceless for you? I'm stuck in the TT Knight, but my suggestion is still valid.  :)

Re: My next class concept
« Reply #14 on: »
hey kva, sorry for the late reply
but progress is pretty slow, since i have other things to take care of  :(
im still up to almost completing the 2nd tree.

 

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