Devblog #5 - Character Development
This week, I worked on refining the character development and combat mechanics for my SNES game. I introduced several new stats that will influence gameplay, such as Strength, which determines melee damage; Dexterity, which affects evasion and accuracy; and Endurance, which boosts health and resistance. Additionally, I added more nuanced stats like Intelligence, which influences magic and problem-solving abilities; Wisdom, which improves mental resilience and resistance to debuffs; and Perception, which helps the player spot hidden items and traps, as well as improve ranged combat accuracy. To make combat even more dynamic, I included Aggression as a special stat: when it reaches a certain threshold, the character can start attacking independently, adding an unpredictable element to the game.
Alongside these changes, I developed a mutation mechanic. The character will be able to drink potions created from materials found in the game, such as enemy remains and plants. These potions will cause temporary changes to the character’s stats, creating mutations that can either improve or hinder abilities. The number of mutations the character can endure is governed by the Mutation Threshold (MT), which can be raised by using special items. This mechanic introduces an exciting mix of risk and reward, where players can experiment with different combinations of ingredients to create powerful effects while managing potential side effects.
I'm wondering how to solve the skill issue. At this point, the best solution that comes to my mind is probably to develop combat skills with a given weapon based on how often it's used. Thanks to that, the parameters themselves will be developed classically using experience points and levels, and weapon skills will result from what the player uses.
Get The Hexer's Path
The Hexer's Path
Status | Prototype |
Author | 8BitGlitch |
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