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Skills, Stats, and Leveling

First off, I'd like to sincerely apologize for not posting anything this summer. The fact is, Tyradia was worked on very little over the summer, and I'd like to apologize for that too. But things are in full swing again, and it's time to tell you guys about Tyradia's leveling and skills system.


Leveling

Any time you perform an action with an associated skill, it will put a small amount of Skill XP towards that skill. If you succesfully hit someone using a two-handed weapon, you will gain a small amount of Two-Handed XP. Weapon hits will give XP in their corresponding skill according to the formula: x / 5, where x = damage).
Any XP received from skills will also be added towards your next level. Additionally, you can earn XP without leveling up skills by completing quests, exploring the world, and earning achievements.
XP required to level up is according to the formula: x * 4, where x = next level.
When you level up, you will earn a skill point used to unlock passive bonuses. You will also "checkpoint" your skills. If you die, your skill levels will be set back to the level they were at when you last leveled up. Any XP or Skill XP gained since then is reset, forcing you to start fresh.

Stats

Stats (or vitals) are your character's active stats, which are important in combat and in daily life as well.

Health: Required to stay alive and take damage. When this stat reaches zero, you will die.
Energy: Required to run/fly, and use melee or ranged attacks. When this stat reaches zero, you must wait for it to recharge before you can run, fly, or attack in melee/ranged combat.
Spirit: Required to cast spells, use staffs, and teleport. When this stat reaches zero, you cannot cast any spells.
Hunger: Required to regenerate Health, Energy, and Spirit. When this stat reaches zero, your Health, Energy, and Spirit will stop regenerating, and will not resume regenerating until your Hunger is satisfied.

Skills

There are 30 different skills, each with their own perks and benefits. They will increase when you practice them. Each skill is capped at 100, but can be reset to 0, allowing for infinite character progression. One of the main goals we had when designing the skill system was that we didn't want to have a bunch of useless, highly specialized skills like Athletics, nor did we want to have attributes to over-complicate things. Each skill has its own tree of traits (passive skills) and abilities (active skills), which can be unlocked as you progress through the game. Note: by "abilities", we don't mean hotbar skills bound to a certain key on your shortcut bar. We're talking about combat styles and techniques.



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