The Character Creator, Character Generation system needs to be overly complex and epic looking to be a true RPG. A mind boggling array of stats that all seem to be magically entwined is a must as well.
For this game I will be sticking with a more traditional Dungeons and Dragons, or Elder scrolls type of stat system.
That sort of thing.
Also we will need a rules engine, or a sort of RPG rule system that controls how the stats interact with each other, and what effects they have to the game world. I've created a separate class that will perform this task. Later on this will expand out to make maintenance easier. For now I'm not exactly sure how it will look, so has plenty of time to evolve.
Also, we will need formulas, and loads of them. I've taken inspiration from the old computer MUD's and Roguelikes as opposed to the pen and paper role playing games, AD&D, GURPS, Tunnels and Trolls etc. These types systems are great for humans, but computers are able to process millions of rules in a fraction of a second. The advantage being a much more advanced and in-depth system.
Again for now I'm not exactly sure what I'll need, or how complex I'll need them, so will start nice and simple with a few HP?EXP/LEVEL kind of calculations.
I will update this blog entry with the actual formulas at a later point.
The screenshot shows what I have at present, using the fantastic 'Necromancer GUI Skin' that's available for free in the Unity asset store.
Wednesday, 27 June 2012
Posted by Paul Rowland on 13:27