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I was putting together the interior environments for some of the new questline content.  It's using a lot of the existing assets and when I get time they'll get proper art passes.  I figured this would be better than having blank empty cubes though.  

This is also the first pass on the skill tree.  It's very work in progress but will be refined over time and the UI is of course placeholder.  The general idea is that at character creation and level up the player will get a skill point that they will be able to assign or unlock a new part of the tree.  The base skills will need to be unlocked to put points into the specialization skills.  The specialization skills will then have multiple levels that will give stat boosts or tweak abilities.  

So at character creation the player can choose which skill set to start on.  Say they choose ranged weapons.  They'll get a slight damage or skill boost to all the ranged skills: bows, crossbows, and thrown weapons.  Then when they level up they can choose another parent skill or specialize further and choose the bow skill.  Then that will unlock specialization in either short bows or long bows.  Putting multiple points to specialize further in something like long bows would change things like the amount of damage, draw time, zoom in ability, things along those lines.  

At least that's the first version of things.  There's also a few skills that I haven't found any good place for on the tree and there's almost certainly stuff that I'm forgetting.  Let me know what you think so far.  

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Comments

Pragmatico

Looks great so far :D

Gystes

I'm a bit...leery at the social skill tree. Talking skill progression in video games tend to not necessarily work that great to begin with since games tend to either make it OP or Worthless. I think that separating persuasion from business is basically going to assure that this game's system ends up in one of those two extremes.

slaen

I agree with you and there will almost certainly be builds where the player can break the economy or game balance. But on the positive side of that is I'm the developer so if people start feeling that something is super broken I can always go in and fix stuff based on feedback. This is also the first draft of skills and if you have any ideas or ways to improve things let me know. Also examples from other games can be super helpful. What I was thinking with breaking apart business and persuasion was mostly for more pacifist playstyles. The rough idea is that the business player would start to have unlocks that would allow them to open a shop stall, a caravan route, or an actual business building. Where the persuasion/ charm branch would be focused on getting other people to do what the player wants. Probably mostly focused on companion characters and buffing them. Like I said they're still rough ideas but I'm hoping to give people alternate playstyles depending on which part of the skill tree they focus on. How does that sound? Too much? Too little?