Tuesday, August 16, 2011

Creating an RPG player




<We've got a player and we can move the player around a tile-map but we need the most important thing in a RPG game,  the player creation process>

<There are hundreds of methods to create RPGames , but i have chosen to use a percentile method because it's quite easy to implement and it fullfills all my game needs>

These are the rules for my game:

SKILLS:
  • In this method the skills are a value from 0 % to 100 % (can get higher, but that would take ages for the player to achieve and it does not give an actual advantage) that represents the chance to successfully use a skill.
  • Every skill is linked to an attribute.  
  • Skills grow when you use them or when using skill points.
  • When a skill reaches 70%(Expert) and 90%(Master) the player earns two skill point.
  • Skill points are special, player start with skill points and get new ones when using skills.
  • Skill points can be used to increase a skill (Every point expend increases a skill 10% up to 50% maximum) or to learn a new skill to a 25% level (To do so player needs to find an NPC with the desired skill with a level of 90% or higher, and usually pay a fee that will depend on the skill).
  • A skill can have from zero to two parent skills, those are skills player MUST already know before learning the skill, most of the skills will finish forming a kind of skill tree, but a few ones are free to anybody.
  • When there is a skill check there are 4 possible results (As an example I will use a warrior with melee at 70% attacking an Orc):
  1. Skill has failed: When player rolls a skill and gets a value higher than it's skill (example: 83 > higher than 70%) this means player has failed to hit the Orc.
  2. Critical failure: When player rolls a skill and gets a value from 96 to 100 , that will happen even if the player has a skill level higher than 95 (for example 135%), so there is always a small (5%) possibility to fail a skill, there are not guaranteed skills in the game except event-driven ones (special events)
  3. Skill has worked: When a player rolls a skill and gets a value equal or lower than his/her skill (warrior rolls 43, lower than 70% > Orc has been hit)
  4. Critical success: When a player rolls a skill and gets a value equal or lower than his/her skill divided by 10 (in the example, the warrior has 70% melee, divided by 10 > 7% critical chance so if it rolls 1-7 the Orc is going to get a critical hit...) , when a critical success, the effect of the skill is doubled , for a melee skill for example, double damage .
  • Every skill has an upgrade level, the upgrade level is an integer value starting at 0 that grows by one very time a player successfully uses a skill.
  • When the upgrade level gets higher than the current skill level, the skill level increases by one, and the upgrade level goes again to 0, in the example the warrior has a melee skill at 70% with an upgrade level 70, the warrior uses the melee skill again an rolls 35 (success) so upgrade level goes to 71, it is greater than melee skill so melee skill goes to 71% and upgrade level to 0.
    ATTRIBUTES:
    • The attributes of the player come in a value from 5 to 15 (To prevent too high/ too low values).
    • All attributes start at 10, that is the "medium" attribute value, if you've got an higher or lower value, the chances to use skills based in that attribute will be greater/lower.
    • The player can remove points from one attribute to increase another, but it will never be higher than 15 or lower than 5.
    • When finishing the player creation process, every attribute is doubled and stored, that is the maximum value a player can get an attribute ever, so it is very important to choose how to distribute the attribute points at the start of the game thinking of what kind of player you want to be.
    • All players have these attributes:
    1. Strength:The brute force, increases the damage made using melee weapons.
    2. Dexterity:It is both the agility and how fast the player is.
    3. Endurance:The endurance, pain and venom resistance
    4. Size:Physical size, modifies life points and armour prices
    5. Intellect:Mind power, basically modifies all mind related skills starting from literacy (write/read) to magic skills
    6. Power:The player's soul strength, it increases resistance to special magic attacks (disintegrate like spells) and versus negative plane creatures (such as undeads (zombies, ghosts), daemons , daemonic weapons (items)), it modifies to the amount of followers a player can have (NOTE: Followers are bound undeads / daemons / beasts)
    • There are some special stats that depend on the attributes:
    1. Life / Vitality points: It is based in Size*2 + Endurance
    2. Magic points:It is based in Power*2 + Intellect
    3. Carry capacity: It is based in strength + size
    GENDER:

    In the game gender affects attributes:
    • Male players: Strength +1
    • Female players: Dexterity +1
    <Before anybody complains about it, the gender rule is set to make the game more fun, not to discriminate anybody in anyway so it has nothing to do with sex rights, it is just a game!>

     RACES:

    Players can choose to play with the following races:

    • Humans: Good in almost everything, they have no special modifiers <Humans were the stronger civilization in my game, they became so powerful that they tough were gods, opened doors to distant planes, made dark pacts with even darker gods but finally the doors were left open, when the negative plane creatures started to get into the world it was too late to try to close it..., nowadays humans just fight to survive>
    • Midgets: Small sized humans, they are quite small and notably faster too (Size -2, Dexterity +2), <some people say they are the thieves nation, but nobody ever has proven it>
    • Mountain humans: Rude, strong but not very intelligent (Strength +2 , Intellect -2) <It is said that when the first humans had their first encounter with the Mountain giants the natural selection started to play again, after centuries they have become a stronger race>
    • Forest nation:  Fast, very intelligent humans, but very weak (Dexterity +1, Intellect +2, Strength -3) <Nobody knows when those humans started to live in the deepest, forgotten forests, but everybody knows what they do: Look for arcane knowledge and dark secrets...>
    • Half giants: Pure muscle, very big, slow and definitively dumb (Strength + 3, size +3, dexterity -3, intellect -3)<somebody will tell they are Huge Mountain Humans, others will tell they are small giants, either way they are the most unbalanced race to play>.
    <Note about the races: Notice that if you add all the modifiers from a race, it will always become 0, even Half giants!, it is the only way to try to balance it, another important thing is that after modifying the attributes, the gender and race selection, the maximum and minimum attributes you can get is 19 and 2, attributes very high can make a warrior / wizard very strong (only in the super-attributes based skills), but they will have a few attributes so low that it will be almost impossible later in the game to use anything else, humans are not the stronger, faster or more intelligent , but they can use both swords and books >

    <In the next post, i will iexplain the player creation process in the game>

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