The idea of Character Customization is good, so I decide to use armor as primarily for customization rather than pure stat growth.Īs far as deciding who uses what, I decide I want to make weapons unique to each character. As a primarily stat growth piece of equipment, each character can have their own weapons to use. Each character will have access to two different categories of armor, and there will be overlap between characters. Different categories excel at different things, so it lets you customize your characters a bit. Shields are unique to Madilyn, because I decided Winter would dual wield, and Ryan is using two handed weapons. The final equipment slot, Accessories I decide will be special, and not give stat bonuses at, instead giving other advantages. They will all be equipabble by anyone.Īnd now we are back to the most important part of making an RPG: Planning. Weapons are pretty straight forward, Ryan uses swords, Madilyn uses spears, Winter uses daggers. I like dual wielding daggers, so Winter will be use two weapons. The main purpose of the weapons in this game are linear stat growth, so I start with a relatively small number of +Attack and add more as they go up tiers. Thinking about it, I also decide to make the top weapon in each group an elemental weapon, with different elements for each character.Īrmor is a bit more complex. With it done in categories and focusing on choice, I need to decide what categories I want and what bonuses they will give. In the end I decide on 4 types of armor plus shields, and what they affect.Ĭlothes: Equippable by Winter, clothes will provide low Defense, while giving a boost to Accuracy, Agility, and Evade rate. Robes: Equippable by Winter and Madilyn, robes will provide low Defense, while boosting Magic Attack and Magic Defense. Light Armor: Equippable by Madilyn and Ryan, light armor will provide only medium Defense.
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December 2022
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