Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Hero Tower Defense Tuesday: Day 9 - Character Stats


Go here to read the Day 8 of Hero Tower Defense Tuesdays.


Last week we talked a bit about character creation so this week let's talk about character stats.

So since this is part RPG and part TD we of course have to give the characters some attributes that increase and make your character stronger. We decided to go along with the traditional strength, stamina, etc stats because everyone is familiar with them and they work well. However, the actual affect of each stat tends to vary from game to game but they usually follow a general idea. We'll be doing the same in HTD.

Here are what we have as the Primary stats:

  • Strength (STR) - Increases Physical Damage
  • Stamina (STA) - Increases Health Points
  • Agility (AGI) - Increases Speed
  • Dexterity (DEX) - Increases Skill
  • Intelligence (INT) - Increases Magical Damage

Pretty straight forward however something to keep in mind is that Magical Damage does not refer to elemental damage. Physical Damage covers the Physical side of the elemental skills while Magical Damage covers the Magical side of the elemental skills.

You might be asking, what does Speed and Skill do? For that we have the Secondary stats:

General:
  • Health Points (HP) - Your amount of life
  • Speed (SPD) - How fast you are at attacking and dodging
  • Skill (SKL) - How skilled you are at hitting and recovering

Attack:
  • Physical Power (PP) - How strong you are with physical weapons and skills
  • Magical Power (MP) - How strong you are with magical weapons and skills

Armor:
  • Physical Defense (FD) - How much physical damage you mitigate
  • Magical Defense (MD) - How much magical damage you mitigate

Attunements:
  • Fire Attunement (FA) - Your ability to control and resist Fire
  • Water Attunement (WA) - Your ability to control and resist Water
  • Nature Attunement (NA) - Your ability to control and resist Nature
  • Light Attunement (LA) - Your ability to control and resist Light
  • Shadow Attunement (SA) - Your ability to control and resist Shadow

Speed basically increases how fast you are dashing up to the enemy (if you're meleeing) then attacking and your projectile speed whether it's phyiscal or magical. Speed also increases your chance to dodge physical attacks.
Skill increases your chance to get a critical hit, possibly increases your chance to hit with a physical attack (if we even have missing possible which we are still figuring out), and cooldown rate. If you look at the Skill stat you can see it's pretty awesome, but this is a stat that will be difficult to raise and won't have an abundance of it so don't think you'll be able to make a character with nearly 0 cooldown.. well if you managed to expect something to get nerfed :P

We changed our use of the word attunement, when we first mentioned it we referred to it as the element you initially picked that defined your character's starting point. We'll just call that your Native Element or something instead because the term is better used here. So your attunement stats are dual purpose. They represent both how strong you are with that element and your resistance against it.

Now here's where we add in some S&D flavor and change things up a bit. You won't be getting any actual attribute points to assign to these stats specifically. Instead these stats get raised by items and what we refer to as Class Skill Points (CSP) that you get every time you level up. CSPs are used to get class skills which follow a similar Physical/Magical set up with 5 categories on each side with skills for each. This is how you'll be choosing your class essentially and how you use these points will determine your Class Title (like Warrior, Paladin, Mage, etc). I won't be going into details about this yet but basically what happens is as you level up and build your character by assigning the elemental and class points you have earned your Class Title will change accordingly.

On the art side of things Kevin is working on the female animations and hair which you can find more of at Kevin's blog, KXN @ HTD. He also has a poll up on which hairstyle you guys would like to see first, be sure to put in your vote! Here's some sketches:

Human Female Sketches


That's all for now, sorry for the end-of-day post but we were both busy most of the day.

As always let us know what you think and leave your feedback in the comments, thanks!

-Dan

Hero Tower Defense Tuesday: Day 8 - Character Creation


Go here to read the Day 7 of Hero Tower Defense Tuesdays.

This week we're going to take a look at Kevin's WIP human female design, talk about character creation, and answer some related questions that are likely to be asked after reading this.


Kevin has started working on the human female character which I know some of you have been waiting for. It's still early in development though and we're making adjustments as we go. Check out Kevin's blog, KXN @ HTD for some additional information and concept art he's working on. He'll also be starting on some hair styles and is interested in some suggestions for them from you guys. Here's the latest version of the human female character:




Early render of a human female in full plate armor


You might notice the usual characteristics that distinguish a female from a male are absent in this initial image. We intentionally started out this way because we want to be sure that you can easily tell the difference between the genders just from their contour and shape even when they are fully suited in armor. This is important for being able to glance at things quickly and knowing exactly what it is.

Male characters can also share a lot of the same features that are typically used to identify females, e.g., long hair, light colors, etc so we don't want to be restricted by these things by fixing them to a specific gender for the sole purpose of differentiating them from eachother. Another thing that falls into this category is having all the females showing a lot of skin regardless of how much armor they are wearing. To me that's a cheap way out for making a female identifiable in heavy armor.. or lack thereof. It makes more sense for lighter armor to look that way since it allows you to be more agile.

Another reason we don't want to restrict specific colors, hair styles, etc to genders is because we want there to be as many options available as possible during character creation so you can create the characters you want. We're still figuring out what you'll be able to customize exactly but right now we're thinking race, gender, skin color, hair style, and hair color (remember this is just for your character, not their armor, weapons, effects, etc). We would like to have some facial features as well at some point but it's a lot for a little so it's not a high priority right now.

Now I'll address a few questions that are bound to be asked eventually:


"What about eye color?"

The style Kevin is current going with doesn't really involve significant detail to the eyes so they are generally just black ovals. They will be quite small as well so only a few colors would be really be noticeable and the rest would kind of all look the same as those.


"Can I change the character's height, size, or proprotions?"

This is very unlikely unfortunately because all our graphic assets are sprites and changing any of these attributes, even a little, would cause all kinds of conflicts with the armors and such.


"Will you see the hair when wearing a helmet?"

This is an interesting topic because it's one of those simple things that is actually quite complex to implement. As of right now we are going with no visible hair while wearing a helmet, even if you have long hair. However, we would allow you to turn off the helm graphic without actually unequipping it and thus still taking advantage of it's stat bonuses.

The reason for this because you'd not only need to create the hairstyle itself but you'd also need to customize every hair style for every helmet in every angle and that adds up to a lot of work very quickly for something that isn't really that significant.

Although something that just came to mind is maybe we could have just a generic "long hair" look while wearing a helmet and that would be applied to all long hair styles and their share their color of course. Shorter hair styles would just show no hair while wearing a helmet. A problem you might realize though is that if your character has a ponytail and it switches to this generic "long hair with helm on" look it wouldn't be in a ponytail anymore. A possible solution could be to just have a couple different "long hair with helm on" looks to cover the majority of the hair styles but we'd probably only start with one for now. We'll have to see, I'm rambling now though so I'll stop there :P

As always feel free to leave us feedback, give us suggestions, ask us questions, or just let us know what you think in the comments!

-Dan
 

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