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Hi everyone,
Knightmage Leinad here and I am new here but I am on an IT course doing an assignment that requires me to make a game. The game I have chosen is a text based turn based rpg that is being made in visual studio with c# per the guidelines in the assignment. Now I have come up with a narrative and I have come up with a variety of locations but I am trying to whittle down the main leveling mechanics. I welcome any advice on this system that I have figured out.
Attributes:
Strength: Self Explanatory, Strength dictates attack points and will be combined with weapon attack damage to form the attack rating.
Constitution: Constitution, dictates the amount of damage that is negated in an enemy's attack and will be combined with the player's armour rating. It will basically be enemy's full attack damage - armour rating = damage with block.
Vitality: Vitality is the stat that dictates the amount of maximum health points the player can have.
Memory: This dictates how many spell slots you can have and will work similar to the attunement slot in Dark Souls. Basically at a certain number of points you can have a new slot added to the starting amount of slots 2.
Intellect: This dictates the strength of spells and acts in a similar way to attack damage except this can be buffed by any weapon that has a magical bonus on it and that magical bonus will be added onto the base intellect.
Dexterity: This dictates the evasion rate and also adds onto the attack damage for daggers.
Persuasion: This is mainly used in situations within the story that affect the narrative and will basically have options that open up according to a number of points you have. This may also come into play with other amounts of attribute points coming into play like The Fallout series.
Willpower: This is mainly used as a resistance stat for magic and other status effects and will basically dictate the percentage that will be taken off of the length of an effect.
Accuracy: This stat dictates the strength of bows and also dictates if you miss an attack by increasing the chances within the random number generator.
The attribute points will be handed out with 3 points per level and the level cap will go to level 120. The attribute points will work in this fashion, basically attack points and defense points will have a multiplication factor for the attribute points that we want to have added onto the current amount so for instance like attack 15x the number of points you're adding onto the attribute stat for the first 15 attribute points then next crank it down the multiplication rate to 10x at 30 attribute points and then 5x for the 45 attribute points with 60 being the cap. Then a similar thought process for intellect and vitality stats. For those wondering enemy levels will work like what I have proposed above.
Tell me what you think, I know this may not be very clear but I'm wondering if it is a good template.
Knightmage Leinad here and I am new here but I am on an IT course doing an assignment that requires me to make a game. The game I have chosen is a text based turn based rpg that is being made in visual studio with c# per the guidelines in the assignment. Now I have come up with a narrative and I have come up with a variety of locations but I am trying to whittle down the main leveling mechanics. I welcome any advice on this system that I have figured out.
Attributes:
Strength: Self Explanatory, Strength dictates attack points and will be combined with weapon attack damage to form the attack rating.
Constitution: Constitution, dictates the amount of damage that is negated in an enemy's attack and will be combined with the player's armour rating. It will basically be enemy's full attack damage - armour rating = damage with block.
Vitality: Vitality is the stat that dictates the amount of maximum health points the player can have.
Memory: This dictates how many spell slots you can have and will work similar to the attunement slot in Dark Souls. Basically at a certain number of points you can have a new slot added to the starting amount of slots 2.
Intellect: This dictates the strength of spells and acts in a similar way to attack damage except this can be buffed by any weapon that has a magical bonus on it and that magical bonus will be added onto the base intellect.
Dexterity: This dictates the evasion rate and also adds onto the attack damage for daggers.
Persuasion: This is mainly used in situations within the story that affect the narrative and will basically have options that open up according to a number of points you have. This may also come into play with other amounts of attribute points coming into play like The Fallout series.
Willpower: This is mainly used as a resistance stat for magic and other status effects and will basically dictate the percentage that will be taken off of the length of an effect.
Accuracy: This stat dictates the strength of bows and also dictates if you miss an attack by increasing the chances within the random number generator.
The attribute points will be handed out with 3 points per level and the level cap will go to level 120. The attribute points will work in this fashion, basically attack points and defense points will have a multiplication factor for the attribute points that we want to have added onto the current amount so for instance like attack 15x the number of points you're adding onto the attribute stat for the first 15 attribute points then next crank it down the multiplication rate to 10x at 30 attribute points and then 5x for the 45 attribute points with 60 being the cap. Then a similar thought process for intellect and vitality stats. For those wondering enemy levels will work like what I have proposed above.
Tell me what you think, I know this may not be very clear but I'm wondering if it is a good template.
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