Now that I've recovered from being sick, and the family drama has settled down; I can go back to working on projects.
The first thing I did was add magic abilities. It was something that needed to be added, so that I can balance out the monster and character stats correctly. There's no sense in adding special skills and magic attacks that don't do enough damage to justify using them. I also, didn't want them to do too much damage. Finding the right balance is quite the hard thing to do. There has been a lot of trial and error, but I'm slowly getting everything worked out.
So, how do you acquire magic abilities? Well, originally I made a skill tree, but it only had three types of magics to choose from. A few people who played through the Alpha release wanted more to choose from. I actually had a few people put in the suggestion for Lightning abilities. I took this into consideration when I redid the magic and skill system. Currently, the skill tree is for physical based skills only. The magic abilities will be acquired by equipping magical shards that can be found throughout the world. This system is similar to Final Fantasy 7's materia system, but not as complex. I did break up the magical shards by magic types though.
As of now, there are the following shard types; Magic, Support, Summon, and Skill. There's a chance this will change before the final release, but I like what I have so far. There's also different magic types. I know I originally said I didn't want to go overboard, but I had a lot of fun trying to come up with different magic abilities for players to find.
Magic Types: Fire, Wind, Lightning, Earth, Water, Restore, Revive, Dream, Mystify, Shield, Barrier, Flash, Thief, Lucky, Spirit, and Transform.
Quite a bit, right? Though, not all of them have their own elemental damage. I kept that part pretty simple. You either deal damage through physical or through one of the main elements (fire, wind, lightning, earth, and water). I'm planning on adding a few more magic types. Cure, Poison, and Time magic will be added before the final release.
The first thing I did was add magic abilities. It was something that needed to be added, so that I can balance out the monster and character stats correctly. There's no sense in adding special skills and magic attacks that don't do enough damage to justify using them. I also, didn't want them to do too much damage. Finding the right balance is quite the hard thing to do. There has been a lot of trial and error, but I'm slowly getting everything worked out.
So, how do you acquire magic abilities? Well, originally I made a skill tree, but it only had three types of magics to choose from. A few people who played through the Alpha release wanted more to choose from. I actually had a few people put in the suggestion for Lightning abilities. I took this into consideration when I redid the magic and skill system. Currently, the skill tree is for physical based skills only. The magic abilities will be acquired by equipping magical shards that can be found throughout the world. This system is similar to Final Fantasy 7's materia system, but not as complex. I did break up the magical shards by magic types though.
As of now, there are the following shard types; Magic, Support, Summon, and Skill. There's a chance this will change before the final release, but I like what I have so far. There's also different magic types. I know I originally said I didn't want to go overboard, but I had a lot of fun trying to come up with different magic abilities for players to find.
Magic Types: Fire, Wind, Lightning, Earth, Water, Restore, Revive, Dream, Mystify, Shield, Barrier, Flash, Thief, Lucky, Spirit, and Transform.
Quite a bit, right? Though, not all of them have their own elemental damage. I kept that part pretty simple. You either deal damage through physical or through one of the main elements (fire, wind, lightning, earth, and water). I'm planning on adding a few more magic types. Cure, Poison, and Time magic will be added before the final release.