One of our next development targets is to add some new abilities for player characters to use while exploring the dungeon map. The actual progression that determines when and which Skills a player has access to won’t be implemented for quite some time, but it still informs our choices in which Skills to build first.
Basic Skill development for a GuildKnight is split into three tiers. At each Skill tier, there is a maximum number of Skills that must be learned before the Skills in the next sequential tier are made available. After creating a new character, the player will have the ability to choose a single Skill from Tier I immediately. After that, further Skill selection opportunities are earned by having a GuildKnight actively use their known class Skills.
In general, each of the Skills in a tier belong to one of three class “disciplines” that determine the play style that the Skill supports. These disciplines currently just exist to help drive design decisions for the class and ultimately may not even be exposed to the player. There are no restrictions on Skill selection for a character’s current Skill tier and any Skill within the current Skill tier can be learned.
A mastered Skill will have its effects greatly enhanced beyond its standard capabilities. Our hope is that Skill mastery will help players to reinforce their desired play style while also allowing for more character diversity with a relatively smaller Skill pool.
After we finish development on our next new enemy type we’re going to start building out the first set of Tier I abilities. As we get closer to getting this done, we’ll share some details on what our first planned classes are and what kinds of abilities they’ll have.
Until then, it’s back to work~!
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