So I have been recently working on Types in my never-to-be-finished project. I have excluded the Element types for the moment. Originally I was leaning towards an opposition-type system. What versus fires, light versus dark. It gets real complicated fast the more elements you use. I am leaning towards a greater-than-system. Similar to an opposition system. Except water vs fire doesn’t cancel each other out. See, now I’m thinking about it again. I’m having a squirrel moment.
So far my game has 7 classes. Only four classes are accessible to the player at the start of the game. The player starts as a Commoner class. The intro quests task the player with deciding if they want to be a Soldier (fighter type), a Provisioner (rogue type), or a Curate (cleric type). The player can attain the Void Walker class later in the game.
The remaining classes of Lyricist (bard class) and Mercenary (ranger class) are not currently attainable to the players. These are reserved for additional party members the player may meet.
I am happy with the Skill Types. Each class has a defensive and offensive ability set. For example, the Curate class can use Banish and Bless abilities. They cannot use the Poisons and Potions abilities of the Provisioner class. I am still building abilities and magic for these. My goal is to have five unique abilities for each skill type related to their respective class.
The weapon list is short and straightforward. Each weapon will fall into one of these types. A player can unlock the use of other weapons later in the game. Each type is assigned to a class. So curates start with maces, while provisioners start with daggers. Very troupe, and that is intended.
The armor types are a little more complicated. Each class two class-specific types only they can use. I originally had fancy names for each class armor. It was confusing and needed to be reworked. The idea behind the class is for the player to achieve their best equipment. All class armor is behind a quest. It is not required to complete the game.
The secondary class item works like standard weapons and armor. These items are also class-specific. They cannot be used or learned by other classes. I am working on creating common, uncommon, rare, epic, and legendary versions of each. They are a key component to the players progression through the story like.
The casual armor is available to all classes. Light armor is available to the Provisioner, medium armor is available to the Soldier, and heavy armor is available to the Curate. The player can learn the other armor types by purchasing their use once they have completed a special quest. The shield types are handled the same way.
The Void entries are restricted to characters that have achieved their epic quests. This is still a work in progress.
Equipment types are currently limited to five types. I am considering additional equipment types. I was looking at a few different changes for this.
- Head (standard)
- Chest (standard)
- Legs (standard)
- Main Hand (primary weapon)
- Off Hand (secondary handheld item)
- Feet (smelly shoes…)
- Accessory (class-specific armor type)
I decided to forgo jewelry. The additional types would be more than enough to manage on a simple game.
Anyways, just rambling here.