Hi! So here I would like some feedback.
Actually I read here that one of the criterias for a commercial game would be to have customisable characters. I actually am going a halfway road on this matter : characters each have a specific choice between some classes exclusively available to them and a set of enhanced skill you can buy in specific training places (and except if grinding a lot, you won't be able to get each of them, you'll have to chose carefully).
Though, the stats progression has been fixed. So, do you consider it as mandatory to insert a customisable stat progression?
Character levelling and commercial project
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The game doesn't "have" to have customization, but It's definitely a good selling point(if there's no customization with the char at all, there better be branching story paths, side quests all over the place, ect)Hi! So here I would like some feedback.
Actually I read here that one of the criterias for a commercial game would be to have customisable characters. I actually am going a halfway road on this matter : characters each have a specific choice between some classes exclusively available to them and a set of enhanced skill you can buy in specific training places (and except if grinding a lot, you won't be able to get each of them, you'll have to chose carefully).
Though, the stats progression has been fixed. So, do you consider it as mandatory to insert a customisable stat progression?
Stat allocation is an exceedingly rare feature in general, I doubt anyone is gonna complain just because you don't have it in your game. Futhermore, Implementing such without opening the door, for the player to break the game, is super hard, so unless you are godly at ballancing things to perfection, you're better without it.
Sounds like you have a mix of a Fire Eblem game, and a Might & Magic game mechanic eise going on. That sounds like it will work pretty well.
As to your question: Lol no, and like with every system, what matter is how It's implemented, plus such may not even fit/make sence in many games to beginwith. -
Ok that's exactly why I didn't want to include stat attribution system in first place, I assumed that this class choice/skill buying system + a side-quest system that will force you to play the game at least twice to get all the features would be already interesting enough. Actually each town has two side-quests : one if you stay calm in the town, one if you start to wander around in houses stealing stuff in cupboards etc and getting caught (including this making strong mobs spawn in the city. It makes the game harder but you get unique loot along too. Also will have a new game + system with harder mobs.
And yes the idea partly comes from my looong hours playing might and magic games :) . -
Nah. It shouldn't be mandatory to include any sort of stat progression in order to make a commercial game. Plenty of games have been released commercially that don't have stat progression. I think I'm reading the question wrong.
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Yep, don't know what gave you the idea that customizable characters are necessary. If it adds to your game and would set it apart from others, do it. If it doesn't, leave it out.
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I really don't think there is anything you necessarily "have to" include in a commercial game (or any game for that matter).
Your vision should stand on its own. Only you know what's truly best for your game. -
I actually got rid of skill buying system as I felt that more controlled experience makes a better end result with my story heavy game. Instead I let player to customize with items and equipment.
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I did stats progression in the game that I hope will be released in the next month or so. I can confirm that balancing is a nightmare - even more so as I also included the choice of difficulty levels. That is a combination which I shall not be repeating; the extra work was horrendous!
An alternative is to give a more modest level of customizable stat progression. I have done that by incorporating a system whereby every time you complete 3 side quests you are given the choice of adding a small number to one of 4 stats (the particular stat varies depending on the character); typically just +2 or +3, except for HP which, for those with this possibility, was +5. This sort of increase is more easy to control and balance for.