No mutation paths or moves yet, but we do have dynamic stats in place as well as scalability.
Level cap is set to 20.
How stats work:
- There are 4 base stats, STR, CON, MIND, and SPEED.
- Each type of dude has preset Base Stats of 1 through 4 in each stat, for a total of 11.
- Then, when the game loads, each dude is randomly given a "Quality"
- 3 Qualities are "trash", "good", and "great", with a % chance of 52%, 33%, and 14% respectively. These numbers are HIGHLY subject to change.
- Quality determines the modifier rating on each stat.
- Modifier ratings are 1-5 on each stat, randomly generated out of a total stat pool based on the quality.
- Trash quality dudes get between 10 and 15 extra stat points
- Good quality dudes get between 16 and 19
- Great quality dudes get between 20 and 21.
- The Modifier rating is then adapted and applied to the Base Stats, increasing or decreasing them depending on the rating - 3 is 100% no change, 5 is 125%, and 1 is 75% effectiveness.
- This gives a final Stat Growth Rating, which determines the overall stat growth of the stat as the mob levels.
Next up is implementing basic combat without abilities, as well as levelling up.
Once that's done, I'll begin to has out mutations and abilities. Oh boy.
Last, we now have a quest input tool. Turns this:
Into this:


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