IGDA Albany/Chapter Mod Project Design/Skill Points

International Game Developers Association

Jump to: navigation, search

[edit] Skill Points

Image:Holystrike25ng.jpg

[edit] Prologue

  1. There has been much discussion as to how we should implement a skill point system. After much thought (and several variations of complex upgrade trees) it has been decided to go for a simple version.

[edit] Current version

  1. Both sides will require the user to pick a "class" (except for holyside at the start where everyone is a holyman until they die). After picking a class the player will earn experience points for a particualr weapon or in game item as they use it. This would mean a sniper that kills more and more enemy with a sniper rifle would increase thier "sniper rifle" skill. This could translate into increased zoom range, more ammo or greater firepower/rate. A medic that healed teamates would increase thier heal powers, possibly being able to cure a player or heal a player beyond the normal health value. This will allow us to avoid an "in game" menu for players to spend thier points.
  2. If a player chooses to change class the game will remember what they have earned for that particular class in case they choose to return to it. When choosing a new class they will how ever be starting with 0 skill points in all items for said class.
  3. In the end if a player jumps from class to class they will never be an expert at any of them while a player that sticks to a class should be very formidable.

[edit] Functionality

  • All weapons/items/powers will have a skill value associated with them. The value will range from 1 to 10. The initial value will start at 1. when a player earns enough experience points they will be awarded the next skill level.
  • Points required
    • Level 2 - 20
    • Level 3 - 40
    • Level 4 - 80
    • Level 5 - 160
    • Level 6 - 320
    • Level 7 - 640
    • Level 8 - 1280
    • Level 9 - 2560
    • Level 10 - 5120
  • Points earned
    • Successful hit/use - 1 point
    • Killing shot/action - 20 points (an action that resulted in an enemy player being eliminated)
      • These points are divided amoung nearby teamates. The player that delt the killing blow will get a prorated amount and the remaining team members will get an equal share of whats left.
      • An example is "joe" kills Holydude. 20 points are up for grabs but tim and bob were near by. we pro rate joe as if he was 2 guys (he gets 2 shares). that menas a total of 4 shares divided to the 3 players. Joe gets 10 points for the kill and tim and bob each get 5 points for thier moral support. This allows "noob" players an ability to get exp with out being that good.
      • The exp is allocated to the skill that was currently in use. This means a mdic that was healing a team mate can earn extra exp if hi teamates kill an opponent.
  • Once a player reaches level 10 in any weapon/item/power catagory they can no long earn exp in that skill.

[edit] HUD

  • The HUD should indicate the experience of the current weapon/item/power. This can be done with a horozontal bar measuring 10 segments in length. All the bars (except for the first) will be greyed out. The bar will slowly fill up (move from left to right) as the player earns exp points. The bar should be easy to read but not be intrusive to the players visibility.
  • When a player switches weapons/items/powers the bar will respond by showing the exp points of the newly selected weapon/item/power.

[edit] Exprience points and their usage

  • Please refere to the weapons/items/powers for a complete detail list of what they will do
Personal tools
Toolbox