Development
December 24, 2009 on 12:45 pm | In Game System | No CommentsQuite good progress has been made on the core engine of Redux. The combat mechanism works in a very rough and ready sense and utilises the D100.00 roll system that I have mentioned in previous posts.
I’m currently working on a concept where there are different ‘classes’ – namely a rogue and warrior, but possibly a beserker class as well. These different classes will effect how each level rewards a specific stat, so a warrior class will gain strength and constitution in bucket loads, where as a rogue will gain less of each. On the subject of stats, constitution now provides both the health regen rate of a creature, plus controls the health level of a creature. Attack and defence are similar to before and reflect the skill at attacking and defending. Strength increases the amount of damage caused with a weapon and will be used as a ‘control stat’ for equipment (i.e. requires strength X). However a new addition to the family is Dexterity which will reflect how dexterous a creature is. This is a mirror stat to Strength and will also be a ‘control stat’ so equipment may have a minimum requirement. The stat itself provides an increased chance to dodge, in much the same way as agility does in WoW. For rogue classes it will also be used along with Strength to calculate the attack strength of each attack.
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