• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Character progression

Status
Not open for further replies.
Level 11
Joined
Sep 14, 2009
Messages
284
Hi. So, as some know I'm making an RPG. And I need ideas on an additional progression system for the characters (heroes).

Right now, the heroes uses the normal ability system (Get 1 point each level to increase the level of an ability or learn a new one). Each hero has 4 abilities.

In addition, each hero has an additional menu which each level can be used to increase points in the heroes various stats (Health, mana, armor, damage, spell power etc).

However, it feels dull, and old.

I want a custom system that makes it feel interesting whenever the hero gains a level.

Any ideas are welcome.

EDIT: It should be something simple, not something that requires custom UI and talent tree UIs and stuff.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
I dont know if this is something interesting but how about each hero has 2 locked spells together with their 4 hero spells. These 2 locked spells can be unlocked by reaching a specific level.

Or each hero has a spell book consisting of spells fitting the hero's role (they are locked and can be unlocked through specific levels or maybe having the required attributes and such).

The only things I can think of are an additional spell seeing your own ideas seems good already unless you're gonna expand your ideas more like giving more attribute skills thatyou can spend your points at.
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
Not really a format idea as theres very little to do with format outside of a fullscreen UI (in my opinion...) but I always wanted to do a literal runemaster

Lets say you have 5 runes - Q W E R T

to cast Firebolt, you'd have to cast Q W and right click a target
to cast Fireball, you'd have to cast Q Q W and right click a target
to cast Blizzard, you'd have to cast E R Q T and right click the point

etc.

upging runes could do different things (e.g. Q gives any spell that its used by +10% damage, W gives +10% AoE, E gives -10% mana cost, R gives 5% chance to not proc cooldowns, and T gives resist pierce) and / or unlocking new spell combinations (e.g. fireball requires Q to be at level 3 and W to be at level 2

As far as the leveling system goes, theres not much to go with if you're sticking with the default hero ability learning. Kinda like with above, you could do synergies (fireball gives +5% dmg to firebolt), limit skill points to 1 every 2-3-4-5 levels to make skill levels have a much more significant impact (depending on your maps lvl curve), or remove skill distribution and have books learn spells with hero abilities leveling dmg/aoe/mana cost of spell.
 
Status
Not open for further replies.
Top