User Tools

Site Tools


Sidebar

Information

Game Systems

Resources



Site is under construction and is subject to change sporadically.

Lou 03/25/2013 14:02

Some graphical resources seen are copyrighted by their respective owners, SquareEnix and others, and are temporary placeholders. They will not appear in any released version of the game.

Resources that will be used in the game are either created by myself or credited to their respective Artist.

Dusk Tactics, source code, and the ideas and information on this website are all copyright ©2014 Louis Agoglia

class:start

Class System

See Classes
See Sprite

Like many games in the turn based tactics genre this game will feature a class system. At this point implementing basic classes with various stats, skills, abilities, and other things is the goal. A basic class system isn't the long term goal, however. The class system will be one part of the larger character micro-management system.

Characters

Each and every character, both story characters and generic army members will grow in unique ways which will be supplemented by user customizations. This should result in no two characters being even somewhat similar in terms of stats and experience on the field.

Story Characters

These are equivalent to the usual cast of characters in any game. With the exception of the main character (and possibly others depending on the type of narrative the story adapts to), these characters will be named. They will all have backgrounds and roles to play in the story.

The important thing to note is that these characters may or may not have unique classes specific to them as well as possible unique skills for their generic classes.

Generic Characters

Characters you recruit or hire and train will be the majority of your units. You will be able to name them, choose their gender, their starting class, as well as their starting stats. See the stats section for more information on statistics and formulas involving character creation.

Classes

The classes and their individual attributes and abilities are all subject to change at any point during development. Also, unless specified all images used are placeholders used to give an idea of what the class will look like.

The classes will exist in a hierarchy allowing for basic classes, intermediate classes, and advanced classes. This doesn't always mean every class exists in each tier as a “powered up” form.

One of the main features of this game is the Class System. There will be a very large pool of classes in the completed game. This number is currently 100 and will be raised or lowered as development continues. Now 100 Classes may seem like not only too many, but nearly impossible for an independent project such as this, but the Classes as they exist in this game aren't the same as one may be familiar with. Instead of each class having it's own skill tree with tons of abilities, spells, and skills, a Class will have 1 to 2 Class-Specific abilities. The idea is that when deploying units on a map for a battle you will pick from units you have developed and customized to your liking. Which classes you have access to and choose to deploy will be a major part of the strategy when tackling the various challenges that exist.

Class Identity

As mentioned above Classes will have a different main ability as well as a possible second passive ability. Classes will differ in other ways such as:

  • Base Health Points, Magick Points, and Ability Points
  • Base stat values
    ► Integer values that form a base for Level 1 stats
  • Stat Growths
    ► Double values that are added to the base stat value upon Leveling Up
  • Movement distance per turn
    ► Integer value greater than 1
  • Height difference it can traverse
  • Movement Type
    ► Whether the unit can tread water, swim, float, fly, teleport
  • Frequency of turns
  • Base chance an attack doesn't miss
    ► Double value percents with 2 decimal places, max value of 99.99%
  • Base chance an attack is critical
    ► Double value percents with 2 decimal places

Class Ability

Each class will have a special ability along with their basic attack. This ability gives the class it's most unique asset. This Class Ability will consume the character's Magick Points in order to perform a special attack, helpful buff, debilitating debuff, or more depending on what it is.

Passive Ability

In addition to the Class Ability, the class will also have a passive ability that corresponds with the class type. For example, a Priest might have the Passive Ability to increase the ability of a critical heal for all allied units.

With these abilities choosing which class makeup your army has is crucial to coming up with the winning strategy.

class/start.txt · Last modified: 11/14/2013 17:16 by lou