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So I've tried some different mechanics when playing around with the quipment progression for my game and realized that my current systems comes with some flaws. My inital idea was to have a smithing system that would work well with my sidequests and also include specific smithing quests that would grant you items usable in upgrading your gear (so that there is another option than mining materials outside in the world, for people that doesnt find that interesting). As to upgrading the gear I would use old weapons + smithing materials in order to make new tiers of equipment, tier 3 being the final.
As I had a setback with how my spell shops worked, and I sort of made a system that could be a bit confusing and that could miss the oppurtunity for the player to get a specific spell when it was desperately needed I decided to see if I could find something that would work better. That's when I came up with an idea to combine the smithing with learning and upgrading spells.
I thought I could use the equipment as a source for learning spells and have them being fused with spells that the player has to use in order to fully learn them. If the player remove a equipment with a certain spell in it before they have fully learned it the spell will be removed from the spell list. A weapon can hold up to three different spells as maximum, and the gear can be upgraded in order to get new tiers of spells that will have new effects than before.
As I started to implement the system I thought I could see if there could be any potential problems with such a system from an outside audience and see if people would find such a system interesting.
I will list some things that I have had in mind myself:
Would much appreciate any input on this!
Thanks!
As I had a setback with how my spell shops worked, and I sort of made a system that could be a bit confusing and that could miss the oppurtunity for the player to get a specific spell when it was desperately needed I decided to see if I could find something that would work better. That's when I came up with an idea to combine the smithing with learning and upgrading spells.
I thought I could use the equipment as a source for learning spells and have them being fused with spells that the player has to use in order to fully learn them. If the player remove a equipment with a certain spell in it before they have fully learned it the spell will be removed from the spell list. A weapon can hold up to three different spells as maximum, and the gear can be upgraded in order to get new tiers of spells that will have new effects than before.
As I started to implement the system I thought I could see if there could be any potential problems with such a system from an outside audience and see if people would find such a system interesting.
I will list some things that I have had in mind myself:
- If you switch a weapon before the spell is learned, there would be an issue when you find an upgrade since that spell would disappear from the list, forcing you to use a worse weapon. I have thought to implement several weapons that holds the same skills, but has different kinds of bonuses and that would add a specific new skill for that weapon, in order to prevent this.
- Upgrading the weapons will be fairly hassle free since there will be several options to get the materials needed.
- The biggest problem I can see, could be that the player might miss a skill that they might need for specifc bosses, the only way I could go around this is that the spell in question will just turn the tide for the battle in a more efficient way if you have that spell.
- The player will be able to change items in battle, allowing them to equip other weapons to use skills on the get-go in case they havn't fully learned the skill yet.
- Puting spells in other equipments than weapons would benefit the player more efficiently when it comes to the freedom of switching weapons around.
- Having required levels for upgrading specifc gear would also help with the game-flow, and inform the player that they are able to get new equipment from the smith every time they hit the level needed.
Would much appreciate any input on this!
Thanks!
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