This one is one I’ve tried avoiding for a long time, but I believe it will eventually have to be done, at least for the style of my game, so here it goes:
The way the combat works in this game, is that you gain experience and level up, right? I want to implement this for other systems as well, such as woodcutting trees, mining rocks, fishing for food, smithing the mined products, cooking the hunted fish/animals, maybe hunting down animals, etc.
So far I’m absolutely enjoying the combat system in this game, but I don’t see the beauty of, for example, being limited off cutting a tree by getting my combat to 60, or crafting a weapon at combat 60… What does the combat level have to do with my ability to craft, maybe build a house, mine a rock… all those skills, you get my idea?
For test purposes, I want to split my magic, ranged and melee attacks into their own XP-levelling based systems, and then each time all 3 add up, I want the final level to increase as a result, and then using the same logic, I can have Crafting XP, Woodcutting XP, Mining XP, hunting XP, etc… Unlike the melee, ranged and mage attacks, these ones can just increase on their own without affecting anyone else. So it’s in 4 components:
- Combat Skills (Ranged, Mage, Melee, and when they all get levelled up, we add our total Combat level to +1, and that’s when we get our trait points)
- Non-combat level skills. Similar to the current progression of our combat level, these grow by performing specific tasks (for mining, it’s mining rocks. For smithing/crafting, crafting stuff, woodcutting = cutting down trees, etc… XP is given, and then you level up)
- More importantly, everytime we level a combat skill, we need to be able to wield a new weapon (that’s taken care of in the final course, but I want to add to the enum the specific combat skills for them… I don’t want a melee level unlocking a ranged level for example, and non-combat skills can unlock new resource gathering stuff like rocks for mining, better crafting tables for crafting, smithing for better furnaces, etc)
- Above all else, the sense of progression is important, so just like how damage improves as we grow in level, I want the ability of the player to mine/woodcut/cook food/hunt/etc… to improve as his level improves (so the higher your level, the easier it is to gather resources that require lower levels, and the better resources you can collect in the game (E.G: cut down better resource trees, mine better rocks, etc))
So, my question is, what would I need to consider to change them? I don’t want to remove the Traits system (not yet at least, I like some of its features. The traits will rely on the total level of mage, range and melee attacks combined to give you points… basically it’ll rely on the COMBINED combat level of mage, ranged and melee attacks), but I want to add this one as well on the side. One that does not rely on combat and allocated points, but it relies on XP that you gain to improve skills BY DOING THESE SKILLS
I know for a fact that Inheritance/Polymorphism will probably play a huge role in this one, but I’m keen on developing it as well. It’s another rewarding system I want involved in my game (I found a few YouTube tutorials, but boy will they all screw the entire system up… This one was interesting though: https://www.youtube.com/watch?v=H3L0JRtqWP8)