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SprintingCucumbers
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Devlog #25 Skills and Combat Overhaul

I've been working on skill animations and testing this past week, which makes for a less interesting preview image.

So, as many of you have already noticed, the current versions of Rewind do not include any animations for player skills (and most of them just don't work at all). I committed to having all previously available skills 100% working in this next version, and it's going pretty well... I needed to rewrite a lot of the battle code to make room for various status effects and individualized skill actions, which leads nicely into future skill expansions into elemental and poison-type stuff.

This also leads to the inevitable discussion about how to make combat scale well for every type of player (casual new players should be able to hunt wolves, and you shouldn't be able to one-hit a level 60 boss at level 1 with a normal attack... that's what skills are for). This is such a thorn in my side, guys... ahem. Anyway. I've planned a few various things to help out with combat balancing.

1. I've universally increased enemy HP. This is pretty straightforward.

2. I've scaled the impact your stats have on your combat strength along with your level. This means that while they are at low levels, players are unable to utilize all of their stat points, while as levels grow, so too grows the impact of each stat point. The current scale is level 1 = 10%, level 91 = 100%, level 101 = 110%, and it continues from there (this is subject to change). This scaling does not impact monsters.

3. Monster base stats (str, end, int, agi, magic) have been adjusted. Most monsters have veered towards the 'survivability' side of things, with increased endurance, while some of the more specialized enemies have moved further into their own specialties (for example, Decaying Slimes have been pushed further into the glass cannon role, with increased attack and lowered defense).

Finally, I just wanted to mention that the final skill in the 'sneak' skill list (Invisibility) is intended to give multipliers to the next skill you use... if that skill happens to have multipliers of its own, then those multipliers do stack (and they also apply to healing, just fyi). Some current and future skills are intended specifically to be used in pairs like this for best effect.

Devlog #25 Skills and Combat Overhaul

Comments

From the sound of it, you probably could do with some kind of level scaling, that scales the player to their level and for the mobs of equal level. For example - a player at level 1 should have 100 stat points, split 25% in each stat. Which will be overkill for mobs of an equal level. Then you just scale down to that base stat mix. So say a player has 300 str, 200 agi and end and 100 int. Scaled down, this would be 38 strength, 25 agi and end and 13 int (both str and int are scaled up). You could also give a exp boost if the player has more stats then the level allows - though might be OP with title leveling boosts.

Lyaruil


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