Hello,
in my simple dungeon hack game the main character can attack with his sword, bow or magic. Each of those skills improves as the player uses them. Some monsters/opponents are more proficient in some skills than others.
Currently the player has two resources - health (as standard if it drops to zero player dies), and magic charge (used to power spells). Magic charge recharges over time or when the player drinks a magic potion, health only goes up when a healing potion is drunk.
It is possible for the player to concentrate wholly on magic spell casting and develop that ability to the point where they are untouchable by most enemies. I don't want this to happen. It is difficult looking for a way to balance the game so that neither 'only 1 skill is developed' or 'every skill must be developed equally' becomes an issue. I don't want one choice to dominate and equally I don't want the path to successfully playing the game to be developing each skill at the same rate.
In order to try and not make magic dominate I decided to drain the player's health slightly whenever a spell is cast (much like those old scrolling beat'em ups where the special move would be powerful but would damage your health).
However - if I do that is there any need for a magical charge (mana?) stat as the health can instead be used as a magical charge stat in some ways. Would make things simpler.
Any thoughts on the topic would be welcome.
Thanks,
Matt
in my simple dungeon hack game the main character can attack with his sword, bow or magic. Each of those skills improves as the player uses them. Some monsters/opponents are more proficient in some skills than others.
Currently the player has two resources - health (as standard if it drops to zero player dies), and magic charge (used to power spells). Magic charge recharges over time or when the player drinks a magic potion, health only goes up when a healing potion is drunk.
It is possible for the player to concentrate wholly on magic spell casting and develop that ability to the point where they are untouchable by most enemies. I don't want this to happen. It is difficult looking for a way to balance the game so that neither 'only 1 skill is developed' or 'every skill must be developed equally' becomes an issue. I don't want one choice to dominate and equally I don't want the path to successfully playing the game to be developing each skill at the same rate.
In order to try and not make magic dominate I decided to drain the player's health slightly whenever a spell is cast (much like those old scrolling beat'em ups where the special move would be powerful but would damage your health).
However - if I do that is there any need for a magical charge (mana?) stat as the health can instead be used as a magical charge stat in some ways. Would make things simpler.
Any thoughts on the topic would be welcome.
Thanks,
Matt