Update (07-Jan-2022)
Happy New Years!
Over the last week, I've been prototyping a skill map generator for a currently non-existent RPG. It's strongly influenced by the skill map in Path of Exile, or the sphere grid in Final Fantasy X. Here's what it looks like.
You can try out the prototype here on your web browser:
https://acacgames.itch.io/rsmgt
There are some things that I like about this, and there are some things that I don't like about it.
I like that it can reliably generate random selections of bonuses while playing the game. I like that colors can indicate the theme of each "tile" of 5 "nodes". I like how the nodes and paths light up to indicate which bonuses are activated. The green node (top left) indicates which node the player has selected.
But, I think this system became too complicated. It's complicated to code for and around, and it's maybe too complicated for players to enjoy and plan around. Furthermore, the random selection design might not be fun for a game that has a long playthrough duration. It might be better for a game that has a short playthrough duration, like maybe a Rogue-Like/Lite.
I also don't like how sometimes stats are not displayed in the same order. For example, see how in one of the below images, Spirit comes before Power, and in the other, Power comes before Spirit. This is a flaw in my current implementation of this system.
Next, I think I might try to prototype either the item system, or a different skill system. An alternative to the "random skill" system above that I'm considering is something more akin to the Skyrim system of gaining skill bonuses. In both systems, you get 1 point to allocate, every time you level up, and that point has to be allocated on a skill node next to a previously activated skill node (plus some nuances). The difference is that the Skyrim system doesn't give the player a random map. Instead, skyrim invites you to invest in whichever pre-made branch (swords, heavy armor, alchemy, etc) that you want. This might be better and more satisfying for a long running RPG, and gives the player more control.
What do you think?
Get Delivery Pilot: Dreams and Debts
Delivery Pilot: Dreams and Debts
Sci-fi Reverse Dating Sim
Status | In development |
Author | acacGames |
Genre | Strategy, Visual Novel |
Tags | Adult, Dating Sim, Erotic, Sci-fi |
More posts
- GoodbyeSep 16, 2023
- Update (02-Jul-2023)Jul 02, 2023
- Update (24-Jun-2023)Jun 24, 2023
- Update (18-Jun-2023)Jun 18, 2023
- Update (11-Jun-2023)Jun 11, 2023
- Update (04-Jun-2023)Jun 03, 2023
- Update (27-May-2023)May 27, 2023
- Update (21-May-2023)May 21, 2023
- Update (14-May-2023)May 14, 2023
- Update (07-May-2023)May 07, 2023
Comments
Log in with itch.io to leave a comment.
Honestly, I don't really get it - some explanation might help.
I guess you have to start in the center, and can only select skills adjacent to already selected skills. Is there a difference in the skills in the square centers and the square sides, or why are they bigger?
Generally, I like the idea of random skill maps. You won't make a AAA title with 100+ hours of content like Skyrim, so you must go for replayability. In my opinion, you have a higher replayability when you have to rethink your character development each time again, instead of playing your standard characters, thus random skill maps are good.
However, I see problems in the playability of your skillmap representation. In a game like this, I would either only check the currently available skills and select the best one (which would work), or plan the whole character development in advance, and trying to stick to this plan. Here is where your representation is weak: you have to click on every single skill to get its description, and when you're done, you're most likely confused. A graphical representation of the skills would help, maybe with some generic icons (e.g., shield +2)?
That's right, you would start with the centre node already activated, and as the game goes on, you would get skill points, that you can use to activate nodes that are adjacent to already activated nodes. Through a playthrough, you would get 20 skill points, plus the centre node already activated. This means you can't activate everything, so you'd have to think about which potential paths you might take. Ideally, you would get 7 big nodes by the end of the game, and all the little nodes connecting them.
The bigger ones give you a lot more bonuses than the little ones, but they're on the same theme. For example, a big node might give you +40% damage and +20% evasion against undead, the 4 little nodes around that big node might give you +20% initiative vs undead, or +10% accuracy and +10% damage again. It's kind of weird that you're getting damage and evasion. That's the nature of random generation, and so it might be worth the time to hand tailor the possible outcomes a bit more. But then the downside of that is that I have to put time into balancing them, as well.
Yeah, that's a big reason why I wanted to try a random skill map system. I think rogue likes do something like this, where every run, you can get a new combination of skills or items. I think that's why rogue likes have a lot of shelf life. However, there is a downside, I think. If I use a random skill map, I think there is a desire to finish a play-through quickly, so that a new skill map can be played. On a longer running game, I think players would instead want more control over what skill they can take. What do you think, does that sound right?
Instead, it might be a good idea to use the Skyrim model. The player would still only get 20 skill points or so, so they still can't do everything in one run. But, it still gives them a variety of alternative builds.
That's a great idea about the icons. I could put icons on the nodes, or maybe on the top left of each of the colored tiles, to indicate the them of each of the tiles.
I wouldn't say that I try to finish a game with a random skill map quickly. If you place the really good stuff in the corners, the aim would be to reach these skills in order to be able to defeat the bosses. For me, the difference between long running games and shorter games is how often I want to replay them, and why I want to replay them. In Skyrim, I spent over 100h in one run. After that long time, I want to see something different (although I might replay it one day). I have seen a large part of the content, playing it with a different character would show me the same content, although with slightly different gameplay. So yes, I know in advance that I will only play it once, and I want to play this go with the character I like most, thus I need full control over the skills. In roguelikes, the random generated content does not change much, but the fun is to see how well your character gets along. That is, the differences in the character creation/development is the interesting thing. I guess I spent more time of my life with Nethack than with Skyrim, although I could never beat it.
So yes, random skill map is for shorter games, but not because you want to finish them quickly.
Very insightful, thanks!
seems interesting, looking forward to see what you do
Thanks!