DevLog #29.5 : What I'm Working On...
[h2]Weapon Restrictions[/h2]
When I'm developing Story of Nararale one thing that comes to mind is that
all the characters are fixed to specific classes.
Imagine if you love playing a melee style with a sword but do not want to use a shield. It should be possible. However, I designed my game so that a swordsman must use both a sword and a shield.
This feels too restrictive, and it becomes frustrating during my own playtesting.
[h2]The first step forward is to take a step back.[/h2]
to do that, I have to remake my sprite system so it can handle character customization.
This allows players to choose weapons freely based on their own playstyle instead of being locked into fixed class equipment.
[h2]Character Customization[/h2]
Characters can now be customized. When a character changes equipment, the visuals update accordingly. This includes weapons, armor, skin color, and hair.
[h2]Weapons[/h2]
All weapon slots are:
But it might need some rules to keep it simple, for example:
![]()
[h2]Armour[/h2]
All armor slots are:
![]()
[h2]Appearance[/h2]
With the new sprite system, players can customize their characters in more ways, including face, skin color, hairstyle, and hair color.
All appearance slots are:
![]()
Since we can have a bit more customization for characters,
let's look at the new skill tree. It adds more depth to character customization.
[h2]Skill Tree: Comparison (A Lot Bigger Skill Tree)[/h2]
Comparison of the skill tree size in DevLog #29 and the current skill tree.
![]()
[h2]Skill Tree: Gateway[/h2]
To compensate for travel nodes, so players can get a shorter path to their desired nodes,
I have added gateways. These act like waypoints, allowing players to pick one and move to the other side without needing too many travel nodes.
![]()
[h2]Skill Tree: Keystone[/h2]
Keep in mind that keystones are major upgrades to the character,
but they come with both upsides and downsides.
Players need to choose them wisely or equip items to overcome these downsides.
![]()
[h2]Summary[/h2]
I don't know if players will like it or not, since I only have one tester, which is myself (LOL).
So let me know in the comments on this post or even on the Youtube Page
Any negative or positive comments are welcome.
I am still thinking about doing a public playtest, but I think people might be a bit disappointed since Story of Nararale is still in deep development,
and there is not enough content yet to justify people spending their time testing the game.
So I am looking forward to the next DevLog #30.
I don't know if anyone will read my article, but thank you so much. ːlunar2019wavingpigː
When I'm developing Story of Nararale one thing that comes to mind is that
all the characters are fixed to specific classes.
Imagine if you love playing a melee style with a sword but do not want to use a shield. It should be possible. However, I designed my game so that a swordsman must use both a sword and a shield.
This feels too restrictive, and it becomes frustrating during my own playtesting.
[h2]The first step forward is to take a step back.[/h2]
to do that, I have to remake my sprite system so it can handle character customization.
This allows players to choose weapons freely based on their own playstyle instead of being locked into fixed class equipment.
[h2]Character Customization[/h2]
Characters can now be customized. When a character changes equipment, the visuals update accordingly. This includes weapons, armor, skin color, and hair.
[h2]Weapons[/h2]
All weapon slots are:
- Main Hand (right hand of the character)
- Off Hand (left hand of the character)
But it might need some rules to keep it simple, for example:
- Swords, maces, and daggers
Can be equipped in either hand. - Bows
Can only be equipped in the main hand. - Shields
Can only be equipped in the off hand
[h2]Armour[/h2]
All armor slots are:
- Helmet
- Body Armor
- Gloves
- Boots
- Back (for example a cape)
[h2]Appearance[/h2]
With the new sprite system, players can customize their characters in more ways, including face, skin color, hairstyle, and hair color.
All appearance slots are:
- Hair
- Head
- Body (includes arms, hands, and feet)
Since we can have a bit more customization for characters,
let's look at the new skill tree. It adds more depth to character customization.
[h2]Skill Tree: Comparison (A Lot Bigger Skill Tree)[/h2]
Comparison of the skill tree size in DevLog #29 and the current skill tree.
[h2]Skill Tree: Gateway[/h2]
To compensate for travel nodes, so players can get a shorter path to their desired nodes,
I have added gateways. These act like waypoints, allowing players to pick one and move to the other side without needing too many travel nodes.
[h2]Skill Tree: Keystone[/h2]
Keep in mind that keystones are major upgrades to the character,
but they come with both upsides and downsides.
Players need to choose them wisely or equip items to overcome these downsides.
[h2]Summary[/h2]
I don't know if players will like it or not, since I only have one tester, which is myself (LOL).
So let me know in the comments on this post or even on the Youtube Page
Any negative or positive comments are welcome.
I am still thinking about doing a public playtest, but I think people might be a bit disappointed since Story of Nararale is still in deep development,
and there is not enough content yet to justify people spending their time testing the game.
So I am looking forward to the next DevLog #30.
I don't know if anyone will read my article, but thank you so much. ːlunar2019wavingpigː