Class skills in tactical rpg? Hi! Im doing a dungeon crawler rpg / tactical game. It's influenced by Darkest dungeon, Battle brothers and tabletop RPGs. You control a party of 3-6 heroes (each has a class like mage, ranger, cleric etc). Fights are started when the party runs into enemies and they are turn-based and units move around on a grid (chess-board style). All ranged attacks/skills reach the entire board. How would I go about setting class skills for each class? I understand this is a complex issue but any input is welcomed. My idea is this: Basic attack (low dmg but cost no energy ("mana")) Weapon-based attack (low energy cost, 4t cooldown. Spear has chance to cause bleed, mace has chance to stun etc) Class based: two mid-range skills (medium energy cost, 2-4t cooldown). one "ultimate" (cost lots of energy, has long cooldown) Some classes should be tanky, some DPS, some support/buffers. There is no healing through hero skills but there can be shields and damage-reduction buffs. Should I just look at similar games and start off by mimicking some of the skills from there? I dont want to be too unoriginal but balancing all this seems like a nightmare if I start from nothing https://ift.tt/eA8V8J
Hi! Im doing a dungeon crawler rpg / tactical game. It's influenced by Darkest dungeon, Battle brothers and tabletop RPGs. You control a party of 3-6 heroes (each has a class like mage, ranger, cleric etc). Fights are started when the party runs into enemies and they are turn-based and units move around on a grid (chess-board style). All ranged attacks/skills reach the entire board. How would I go about setting class skills for each class? I understand this is a complex issue but any input is welcomed. My idea is this: Basic attack (low dmg but cost no energy ("mana")) Weapon-based attack (low energy cost, 4t cooldown. Spear has chance to cause bleed, mace has chance to stun etc) Class based: two mid-range skills (medium energy cost, 2-4t cooldown). one "ultimate" (cost lots of energy, has long cooldown) Some classes should be tanky, some DPS, some support/buffers. There is no healing through hero skills but there can be shields and damage-reduction buffs. Should I just look at similar games and start off by mimicking some of the skills from there? I dont want to be too unoriginal but balancing all this seems like a nightmare if I start from nothing
from GameDev.net https://ift.tt/2AOEW8C
from GameDev.net https://ift.tt/2AOEW8C
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