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Milennin could probably accomplish that level up system in a couple ways. Create a variable that tracks the level of the character as a common event, then have the common event upgrade the skill via another variable (you can add variables to damage formulas) or by removing the spell from the "learned" list and replacing it with the better one. Or, maybe, depending on how the skills work or what the game is like, it could be handled with a script as well.
I don't know that I'd go with "spice up default skills" as a design decision. If you use the default skills, you are handicapping yourself in a lot of ways. If you use the default skills, you then have to balance all the gameplay around those skills. Meanwhile, if you create the characters and classes and then add skills to them based upon their stats and roles, it'll be far easier to scale the game later.
However, one good thing you can do with the "default" skills is look through them for ideas. How do they work, what are the damage formulas? What are the animations like? What do they do? What kind of damage are you looking at? The defaults are useful for those kinds of things.
I don't know that I'd go with "spice up default skills" as a design decision. If you use the default skills, you are handicapping yourself in a lot of ways. If you use the default skills, you then have to balance all the gameplay around those skills. Meanwhile, if you create the characters and classes and then add skills to them based upon their stats and roles, it'll be far easier to scale the game later.
However, one good thing you can do with the "default" skills is look through them for ideas. How do they work, what are the damage formulas? What are the animations like? What do they do? What kind of damage are you looking at? The defaults are useful for those kinds of things.


