ID:266023
 
In the last little while, my staff and I have been putting an orginal Dragonball game together, and we've established it being more of an MMORPG, with storyline, and quests.

Anyways, your stat's will lvl automatically when you lvl up, but there are something also called class points. Basically the way it works, each race has they're own class, and it's specially adapted to your Transformations, and each race has a set of techniques they're raise can use, however with different classes offer different attacks, buffs, and statistical bonus's to create diversity with races.

What we're having issue's decided upon is whether you should learn the techniques through either a teacher or through a oview() set (meaning when someone on the screen see's the attack down they're understanding of the technique is improved each time untill they master it) or if you should just be able to buy it with class points and be able to use it right away.

Please, feedback on this would be greately appreciated. Thank-you. =)
The system where you can learn a technique by seeing it sounds cool. Of course, that could result in all the noobs following high levels around just to jack their techniques. Maybe you should have something like players can ask other players to be teachers, and if they agree, then the oview effect takes effect.
What he means by the oview is they learn the technique by watching them but they get it at the very basic level. Until it is trained it is not all that helpful regardless of how well the high level player might use it
In response to Death818728
So basically as the skill is trained it gets stronger...?

How would you do the code for that?
In response to Dclary2011
Well, it would get more effective yes, whatever the technique, buff or ability was, however it would cost more energy. Haha, the system would just be a skill tree, plotting skills all over a document, enabling you to choose which ones you want, depending on your class lvl, and points, you'd have to use your class points to increase ur class lvl though.
In response to Ethan Strife
So it would require your techniques and skills to be coded in 'proc' format as opposed to verbs? Similar to Naruto GOA?
In response to Boxcar
That could work, basically death is right, you'd learn the skill and then upgrade and master it with points

or

You could just buy it, seeing as each race is has only a select group of techniques available to them

or

You could learn it from an NPC and then master it through your class tree.


I really dunno which one we're going to pick but it'd be great if we could get opinions on our system.
In response to Ethan Strife
I personally think the first option would be cool,

Or an alternative that would be cool would be you have to use the skill a certain amount of times before being able to upgrade it?

(thats just me though lol)

Btw if you could check out my homepage and maybe leave your thoughts on some stuff also it'd be much appreciated ^-^
In response to Dclary2011
in this case, they would have to be a verb & proc. Proc's anayalzing the lvling of the skill, and the verb to control it, sharing similar variables between the two to make an easier contrast.

I've never checked out Naruto GOA, but it might be quite similar yes. See, the main reason behind the verb is because chances are people will keep they're skills on the HUD (Heads up Display) for easier use, makes it easier to use.

So yes, it'd be a proc but no I wouldn't rule out the verb, it'd have to be both with the complex way of what I'm planning on doing it like.
In response to Ethan Strife
You just went over my head lol. I'm a pixel artist so my knowledge of code speak is limited although I'm learning now
In response to Dclary2011
We we're thinking bout that too, but we figure because the game will be an MMORPG, and by completing quests and parts of the stories you recive much larger amounts of Class Points, therefore upgrade your skill lvls, and your class lvls, it'll give the players more of a reason to play the storyline. However, using techniques on creatures, people, enemies will most likely give you more Class Points then killing with a direct/regular attack.
In response to Dclary2011
haha, okay I understand that here I'll explain it to you in a sense.

You'd use the proc as your unlocking & lvling tool, it'd keep track of how much damage it'd do, the casting speed, how much energy it'd drain, and ect.

Then you'd create a verb for it, using all those variables from the proc you'd be able to launch the attack, with it knowing everything about the attack. With the verb, it'd just be easier to launch from the HUD, and keep track of through your skill list.

PS: I checked out your homepage, and I wish I could help but I don't know much about Bleach, but I'll definately send some people I know your way.
In response to Ethan Strife
Ah okay it makes much more sense now haha!

And thanks, it would be much appreciated have some people sent my way, it's so rare to find members of the community on here who are so friendly and helpful, it's a relief that there are still some to be found.

Im not sure if your making a Naruto game or what but I'd love to play when you get it up and running!
In response to Dclary2011
haha, anytime bud. It's actually a Dragonball game, hopefully it'll do good. It'll take a good year to create, we're just starting. Haha, I know how hard it is to get idea's on game concepts, and get feedback. But if you need anything just give me a shout at [email protected] I'm on every once & while.
In response to Ethan Strife
Btw I checked out your page and noticed your not a member. Making a game and getting the word out can be very difficult if your not a member so I'll tell ya what, if you can really send some helpful people my way, I'd be more than happy to gift ya a membership here fairly soon :)
In response to Dclary2011
That's nice of you until then I can handle that part.
I simply don't understand what answer you guys expect when you ask questions like this. The forum is filled to the brim with them. You're not asking what merits each system has, you're asking the very specific question which should I use for my game?. Presumably, if you're asking this, you already are of the opinion both systems have their cons and benefits, and that there is no one, obvious answer in this case. Why, then, haven't you explained how your game plays in detail? A "Dragonball game [...] being more of a MMORPG, with storyline, and quests" is a completely generic description. Any answer you'll get with this amount of detail either heavily relies on heuristics (guessing how your game is supposed to play) or general objections to one system or the other (which isn't the kind of response you're aiming for, given the subject of your post).
In response to Toadfish
The question we are asking is for a specific system in the game which does not really relate to the rest of the game itself, as for not explaining in detail there is no point in giving out what our game is like before we even finish it, for even we don't know till it is completely ready. Also what game that is in development really explains everything in detail? Is there even a point in doing so?
In response to Death818728
The point to doing so would be to give those reading the details a in depth idea about what the game is going to be about and what features will be in it. You don't have to know everything about the game in order to give more information than just general stuff. The idea here, is that if you give us the readers enough information besides the basic, we can better help you with our opinion which at this point is just a guess. With better information we could give you at least a educated guess about what we are talking about.
In response to Moussiffer
Well said.
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