Roughing stuff out: Skill trees and Environments (Patreon)
Content
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.