Character development system

Leave feedback and suggestions for improving Timespinner!

Character development system

Postby Kein » Thu Jul 31, 2014 8:39 am

In Symphony of the Night (and the following 2D castlevania games on handhelds) we had passive character development system, when attribute points were added automatically on level up. In Valdis Story we had quite complex active system, where you could decide what to upgrade and which build you prefer. While this was one of the main factors that added replayability and challenge to VS, Castlevania compensated it with GIANT weapon arsenal (item system in general) and exploration (big world).

I personally like both variants, but I'm curious if it is set in stone already what kind of character development will be in Timespinner and will be there one at all (ie Cave Story)?
Last edited by Kein on Thu Jul 31, 2014 4:15 pm, edited 2 times in total.
User avatar
Kein
 
Posts: 14
Joined: Thu Jul 31, 2014 8:25 am

Re: Character development system

Postby ThatLlamaGirl » Thu Jul 31, 2014 9:08 am

Nothing's really set in stone 100% at the moment since the game is so early in development. Currently, we're looking at replay value/customization through weapons and a combination of weapons. Lunais' stats such as health and time-stop sand upgrade based on hidden items found.

Again, if we discover any of this is a bad idea/isn't fun, we'll change it up, but this is where we stand at the moment.
User avatar
ThatLlamaGirl
 
Posts: 83
Joined: Wed Jul 30, 2014 2:02 pm

Re: Character development system

Postby Kein » Thu Jul 31, 2014 1:08 pm

ThatLlamaGirl wrote: Currently, we're looking at replay value/customization through weapons and a combination of weapons.

So, like Castlevania series then.

I assume you are open to suggestions?
User avatar
Kein
 
Posts: 14
Joined: Thu Jul 31, 2014 8:25 am

Re: Character development system

Postby ThatLlamaGirl » Thu Jul 31, 2014 1:35 pm

Suggestions are always welcome! ...with the understanding that we might not implement them :) But it would be silly to have the development forums and NOT want suggestions from the fans.
User avatar
ThatLlamaGirl
 
Posts: 83
Joined: Wed Jul 30, 2014 2:02 pm

Re: Character development system

Postby Nayrman » Thu Jul 31, 2014 2:30 pm

Always good to hear developers are open to ideas or feedback.

Hrm, with the specific mention of replay value and customization through weapons, perhaps something like Kid Icarus Uprising with the fusion of weapons to make other weapons? Various attributes or stats transfer over with the new weapon. Would make picking up various drops from enemies (assuming this is Symphony of the Night kind of style) useful, as maybe those few worthless generic blade A or strong axe B can now be combined into something more useful. Just a thought on my end, as one thing that's always bothered me about these sorts of games and RPGs is that there is always one "best weapon", and constantly upgrading to better stuff means you're lugging around a lot of stuff you kind of don't need. At best you'll just sell it to an in game shop for money to buy healing or other items. This way you can hang onto your stuff and potentially make it great, so the "first sword" you pick up could potentially be super powerful if you put the time/effort into fusion or upgrading it.
Also could help on replay if you want to go for a super powerful weapon or continually use a base weapon for a challenge run. Just my two cents on it.
Image
User avatar
Nayrman
 
Posts: 30
Joined: Wed Jul 30, 2014 5:21 pm

Re: Character development system

Postby Kein » Thu Jul 31, 2014 5:02 pm

Nayrman wrote:Always good to hear developers are open to ideas or feedback.

Hrm, with the specific mention of replay value and customization through weapons, perhaps something like Kid Icarus Uprising with the fusion of weapons to make other weapons? Various attributes or stats transfer over with the new weapon. Would make picking up various drops from enemies (assuming this is Symphony of the Night kind of style) useful, as maybe those few worthless generic blade A or strong axe B can now be combined into something more useful. Just a thought on my end, as one thing that's always bothered me about these sorts of games and RPGs is that there is always one "best weapon", and constantly upgrading to better stuff means you're lugging around a lot of stuff you kind of don't need. At best you'll just sell it to an in game shop for money to buy healing or other items. This way you can hang onto your stuff and potentially make it great, so the "first sword" you pick up could potentially be super powerful if you put the time/effort into fusion or upgrading it.
Also could help on replay if you want to go for a super powerful weapon or continually use a base weapon for a challenge run. Just my two cents on it.


As far as I understood - there are no usual "weapons" in the game, there are orbs with different properties (melee, long-ranged, etc). Lizzie also mentioned above:
Currently, we're looking at replay value/customization through weapons and a combination of weapons.

So I assume there will be combinations of different orbs to produce something new. It does not looks like it will be an actual fusion/crafting, more like combination a-la Harmony of Dissonance/Lament of Innocence, where you could add a gem to the whip to "enchant" (modify) it with different properties.

Now, while this is cool idea, it is also biggest and valid criticism of HoD (besides horrible audio and level design) and other post-SoTN games - lack of actual variety [in weapons] compared to AoS/DoS/SoTN. Eventually you realize that the amount of combinations is too limited, which kinda reduces fun, especially in case with HoD when you could get most of the available combos before hitting 70% of the game (IIRC).

I already mentioned Valdis Story before. It had only 4 unique weapons for each character (2 characters - 8 weapons), but it vastly compensates it with unique fighting styles and combo for each weapon, unique animations, rich skillset and ability to distribute points yourself into attributes as well.

So far we know that some attributes/stats will be modified via items, like in SoTN. In demo you already could find things that increase you max HP/MP - a-la SoTN. I'd assume bosses will drop something too. However, I don't recall character receiving any level up in the demo - which brings me to the question and sbj for the discussion:

Will there be character leveling system? And what do you (as a player) prefer - leveling through old good EXP method or leveling your gear [robs] which would affect stats?
User avatar
Kein
 
Posts: 14
Joined: Thu Jul 31, 2014 8:25 am

Re: Character development system

Postby Nayrman » Thu Jul 31, 2014 5:25 pm

Ah, gotcha Kein. Wasn't entirely sure if there was purely the orbs or if anything else might potentially be added. As far as orbs with different attributes though, perhaps findable buffs you can add to spheres such as distance of shots, or power if melee, etc. Allow for a bit of experimentation on which orb you want to main with a sort of secondary effect you minor in? Basically, something similar to Metroid's missile expansions or power bomb ups, etc. Something to find for exploring but not entirely "necessary". Just tossing ideas out there so feel free to say if any of them sound silly.

As far as your question regarding the level up through exp vs levelling up gear, I usually prefer the level up for a character via exp. To me it's always been a sort of failsafe for those not terribly good at this type of game (or games in general) to get past parts they find hard. One of my favorite Final Fantasy's is IX, and in that game you don't level up gear, but have abilities tied to gear (which you could eventually learn and place on your character without said item). Maybe something like that could be implemented? Or similar to various Megaman X games where the armors can do different things.
Image
User avatar
Nayrman
 
Posts: 30
Joined: Wed Jul 30, 2014 5:21 pm

Re: Character development system

Postby Kein » Thu Jul 31, 2014 6:22 pm

One of my favorite Final Fantasy's is IX, and in that game you don't level up gear, but have abilities tied to gear (which you could eventually learn and place on your character without said item).

I probably wasn't clear, sorry. What I meant is that: we already know the way TS will be handling HP/MP leveling (a-la sotn), so when I say "via gear level up" I mean that the orb system will help you modify and maintain you offense/defense/etc aspects.

So far I haven't hear or seen any mention of actual gear/equipment in TS.
User avatar
Kein
 
Posts: 14
Joined: Thu Jul 31, 2014 8:25 am

Re: Character development system

Postby Nayrman » Thu Jul 31, 2014 6:25 pm

Ah, ok, that makes more sense. Hrm, I think I'd still prefer the regular exp method, at least as the main way of levelling up. That's just me personally though. ;)
Image
User avatar
Nayrman
 
Posts: 30
Joined: Wed Jul 30, 2014 5:21 pm

Re: Character development system

Postby SHODANFreeman » Thu Jul 31, 2014 8:57 pm

I would much prefer if weapons were all equally balanced and not disposable once you find a better one. Armor upgrading is fine but I always hate having to use a weapon I don't like just because it does 2 more damage than the other one.
User avatar
SHODANFreeman
 
Posts: 61
Joined: Wed Jul 30, 2014 5:59 pm

Next

Return to Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest

cron