On the topic of spells, enchanted equipment could also be a thing. I won’t say much so you aren’t swamped by too many new ideas, but imagine finding a cloak that hid most of your fat and making you appear thin, until you took it off.
Oh boy, it’s been three weeks since I started working on this project and the good news is that I’ve managed to make progress on a lot of stuff! (Godot is the best) I can’t show everything right now, but among those things is something some of you wanted to see in the game: Character race and gender selection!
Superb! You’ve got some good stuff! Do different classes have an effect on stats or are they cosmetic only?
Each race has its own stats like starting hunger, max health, max stomach and some more. Also with their unique starting equipment and food (Right now the Harengon race starts with 3 carrots haha). The selection popups are a temporary implementation, later on I’ll tweak it to be a unique more descriptive window with each race’s properties.
Sweeeeeeeet~
You’ve got some good progress going! Do your best!
Also, if you’ve got some things you want to implement, let us know! We’re right here ready to help you!
Sorry, but I can’t let my Harebold who identifies as an attack helicopter play this game. jkjk
But jokes aside, would be nice if the selection would grow at some point, for more replayability. That is, if that’s what this game is about ^^
The race selection is more of a complement for the game experience, but now that is implemented I will definitely grow the races available. That will be way later on tho (and will probably also need a hand with the sprites), as for now I want to focus more on the spells and items part of the game.
Why not let the community have a hand with this? You could post a sprite sheet for one of the races you have implemented (like your kobold) and let everyone build off of that to create their own custom race. If you like one of their ideas, you could put them in the game.
perhaps a poll for what races people want. though, i’m not exactly sure it’s the most helpful
I believe pools won’t be needed, I’ll 100% let the community come up with their ideas and art for new playable races! (I’m thinking about adding a little “credits” label with each user-provided race) But first I’ll wait until I can share a playable prototype before adding new races, that way I can work on that alongside the feedback and bug reports.
Heck yes, you got this!
Alright this is a very random thought I had while adding the first spells into the game… but I wanna hear what you guys think about it. What do you think about a “Backfire” chance when casting a spell? Let’s say, you cast “Fireball” but there’s a small chance it burns you a little as well. Very random overall but could be a little stat that can be improved the more you level up or the more you keep using spells.
Maybe each type of spell has a different chance to back fire, instead of a flat chance of failure as dictated by a stat; like NUKE could have a higher chance of hurting you (75% for example) than a HEAL spell fizzing out (let’s say 2%). If you have a luck stat, that could help reduce the chance of all spells failing, with lower-chance-of-failure spells eventually being guaranteed to succeed while riskier spells become less risky.
That could be fun, and instead of increasing (just) the spell damage by training or usage, you also gain more control. It just makes sense to mess up newly learned spells every now and then, so I really like the idea.
Gameplay-wise it is a tricky topic though. Immersion is great because of the points above, but it also should be fun, not something that’s so annoying it becomes frustrating
I would say it depends on what you desire out of such a system and the difficulty associated with it, if most battles will be a scenario where every single point of hp can mean life or death, having random chance end it all can be pretty annoying.
Altough that will depend on what you consider losing, if losing a battle, means fade to black and start all over, i would probably give up right then and there, if losing just means you keep 1 hp but lose gold or max hp until you rest, i wouldnt feel so bad about it and would keep going to get to a save point.
If you go for a really hard experience but you can save after every battle, i will probably save scum just to keep going but i feel it lessens the experience.
Also such systems that negatively impact your performance should either be better as you use them, like the example above or if luck is going to be a part of it, then i would say a crit should also be added, so 2% to crit, 2% to hurt yourself and the rest 96% to a normal hit, unless you also want to add a chance to miss but i think for me that can be annoying too and a waste of time if such happens.
I could see that working with a “Overcast” system, like you can cast a spell with no downsides normally, but you can overcast for better damage and or hit chance with either the self damage as the main downside that’s either guaranteed or it has a chance of occurring.
That would work with offensive spells but it might be kinda awkward to implement for utility spells if you are planning on adding any.
Thank you everyone for sharing your opinion! The Backfire chance sounded quite good in my head but I now realize that it needs some serious thinking before attempting adding it to the game. For now I won’t add it to spells, instead I’ll just leave it as a “maybe” for future implementation once I figured out a balanced way to implement it.
Honestly, just having races besides humans os pretty boss.