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- Nov 26, 2016
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In the project I'm currently making, I'm trying to create as many ways to upgrade the user's team rather than just levels and gear. One of the methods I was thinking to doing this would be runes. As you progress through the game, you'd collect rune shards. Upon getting these, you could unlock/upgrade runes. I was thinking doing the following (they'd have names too, but I don't have them in mind right now):
Attack rune -- Tier 1: +4% physical attack -- Tier 2: +8% physical attack -- Tier 3: +12% physical attack -- Tier 4: +16% physical attack -- Tier 5: +20% physical attack
Magic rune -- Same thing as attack, but with magic attack instead.
Health rune -- T1: +3% Max HP -- T2: +6% Max HP -- T3: +9% Max HP -- T4: +12% Max HP -- T5: +15% Max HP
And so on. Now I'm not too sure how to create some sort of passive state (which the icon would be invisible, so the passive would be there but players wouldn't see it as a passive state) that would buff every single character (20 different, with teams of 3). How would I create a passive state that isn't removed upon death and would be passive forever once the rune is upgraded? If there's any precision you might want, just ask and I'll provide the information.
Attack rune -- Tier 1: +4% physical attack -- Tier 2: +8% physical attack -- Tier 3: +12% physical attack -- Tier 4: +16% physical attack -- Tier 5: +20% physical attack
Magic rune -- Same thing as attack, but with magic attack instead.
Health rune -- T1: +3% Max HP -- T2: +6% Max HP -- T3: +9% Max HP -- T4: +12% Max HP -- T5: +15% Max HP
And so on. Now I'm not too sure how to create some sort of passive state (which the icon would be invisible, so the passive would be there but players wouldn't see it as a passive state) that would buff every single character (20 different, with teams of 3). How would I create a passive state that isn't removed upon death and would be passive forever once the rune is upgraded? If there's any precision you might want, just ask and I'll provide the information.
