How should I implement my Feat system?

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
I'm designing a D&D core rules setup and I'm presently working on implementing Feats.  But there's just so many ways to do it, I'm having trouble deciding what would be the best implementation or method.  If you never played D&D, a Feat is essentially a passive ability that improves your character in some way or grants him access to unique power.

What it needs to do:

- Feats are purchased using ability points.  Two points = One Feat.

- Feats have a requirements that must be met before purchase (example: must have Strength 13+)

- Feats must be able to require other Feats before unlocking (Magic -> Improved Magic -> Awesome Magic)

- Feats must be selectable by the character through a menu command, which I already am using for ability scores

Question is: how should I incorporate the system?  Presently I was thinking of making a window pop up and flood it with all available choices based on conditionals checking requirements.  But is that the best way to do this?  I'm not so sure... It would mean checking every feat in the game and populating the window with the results.  I feel like there's a better way that I'm not thinking of.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
Use Tsukihime's event shop script, and program the conditions for the different events (each one granting one feat) into the shopcalls.


It's still a lot of work, but that can't be prevented if you want specific conditions...
 

Bonkers

Get ready to be Wowed!
Restaff
Joined
May 26, 2013
Messages
2,941
Reaction score
2,897
First Language
English
Primarily Uses
RMMV
Unfortunately that is exactly how "Return to the Temple of Elemental Evil" and other similar games had to do it based on the huge amount of material.  (I don't remember Awesome Magic =D heh )

Class restrictions, base damage modifier (Level requirement pertaining to class), and worse of all multiclassing.  I can't imagine that nightmare.

You'd basically have to scroll through everything alphabetically like in the books and see what you could take that was highlighted.  There isn't an easy way to implement this outside of a large window that will need descriptions along with the feats requirements to explain their function to the player.  Leveling up in DnD is a pretty big time costly event, even for experienced players.

Feats are not always passive.  'Power attack' and other skills like 'multi-shot' need to be declared to use, or to what extent to use them.  Passive in an rpg game means it will work without activation, or being declared by the player like a Ranger's quarry bonus damage.

A script is really the only way to go here, since even a huge common event may require script calls and numerous comments anyway.

So somewhere on the menu you want the player to select "Level up" and then select the character who has a status marked with the 'level up' which will be taken away after the process is complete.  If the actor is clearly marked, it will let the player know they can proceed to get an extra die of hp, as well as new spells if entitled too, and added feats.

You may want some tutorial for newer players or to give a basic goal when the new window pops up, "Select n feat(s), and spells to complete the process" so they know what they are entitled to get.

Sub divide the feat list.  It's too huge.  If the actor is a class that doesn't use magic and isn't multi-classing into one that does, eliminate those lists that augment spell casting to cut things down.  Likewise with martial skills if the character is purely spell casting they won't want much from it save for a few ranged aim abilities for certain spells.

Once the player has selected the n feat(s) grey out it out in their goals, add a confirmation choice and a warning that it's permanent forcing them to return to a previous save if they regret their choice.

Actors with special skills like a Clerc's "Turn Undead" will be the easiest to do, as it will only add a much smaller list of class specific choices for them.  Empower Turn Undead, Add extra Turn Undead charges, etc.
I can't imagine an easier way of going about it than looking at previous DnD computer games that have done so.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Unfortunately that is exactly how "Return to the Temple of Elemental Evil" and other similar games had to do it based on the huge amount of material.  (I don't remember Awesome Magic =D heh )

Class restrictions, base damage modifier (Level requirement pertaining to class), and worse of all multiclassing.  I can't imagine that nightmare.

You'd basically have to scroll through everything alphabetically like in the books and see what you could take that was highlighted.  There isn't an easy way to implement this outside of a large window that will need descriptions along with the feats requirements to explain their function to the player.  Leveling up in DnD is a pretty big time costly event, even for experienced players.

Feats are not always passive.  'Power attack' and other skills like 'multi-shot' need to be declared to use, or to what extent to use them.  Passive in an rpg game means it will work without activation, or being declared by the player like a Ranger's quarry bonus damage.

A script is really the only way to go here, since even a huge common event may require script calls and numerous comments anyway.

So somewhere on the menu you want the player to select "Level up" and then select the character who has a status marked with the 'level up' which will be taken away after the process is complete.  If the actor is clearly marked, it will let the player know they can proceed to get an extra die of hp, as well as new spells if entitled too, and added feats.

You may want some tutorial for newer players or to give a basic goal when the new window pops up, "Select n feat(s), and spells to complete the process" so they know what they are entitled to get.

Sub divide the feat list.  It's too huge.  If the actor is a class that doesn't use magic and isn't multi-classing into one that does, eliminate those lists that augment spell casting to cut things down.  Likewise with martial skills if the character is purely spell casting they won't want much from it save for a few ranged aim abilities for certain spells.

Once the player has selected the n feat(s) grey out it out in their goals, add a confirmation choice and a warning that it's permanent forcing them to return to a previous save if they regret their choice.

Actors with special skills like a Clerc's "Turn Undead" will be the easiest to do, as it will only add a much smaller list of class specific choices for them.  Empower Turn Undead, Add extra Turn Undead charges, etc.
I can't imagine an easier way of going about it than looking at previous DnD computer games that have done so.

Yea, what about using special NPC vender/masters(like in Might & Magic 3), where It's not based on bonus points obtained from a lv. Such NPCs are just hidden throughout the world(the better abilities/feats are hidden in the most dangerous places, and hidden very well at that), this way being allowed to learn a feat is tied to progression in the game, instead of just gaining levels.

The icing on the whole thing is, it would be insanely easy to impliment, no "special" shop system, no editing of the lv system, ect(infact you wouldn't need a script for such at all).. Also it would be a hell of alot more fun, because how important this setup would make exploring each area.
 

Kyutaru

Software Engineer & Ninja
Veteran
Joined
Jan 17, 2014
Messages
156
Reaction score
56
First Language
English
Primarily Uses
That last option is something I'd do myself but this is for a public release, and I just know feat selection is going to be expected.

I'm fine scripting it, can even code my own windows and scenes.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,072
Members
137,578
Latest member
JamesLightning
Top