One of the most interesting things to come from that is that I can do away with a hit point system, character levels and experience. Character progression comes from converting loot into training in the form of increasing your relevant stats in between dungeon diving. The hit point system is replaced by a system whereby if you fail a series of skill checks, there's a chance you'll be first 'wounded' and if you are struck again then there's a chance you'll be knocked 'unconscious'.
The potential for enemies and the player to be knocked out instead of outright killed appeals to me in the sense that I would be aiming to work that into the combat and plot of the game - for instance, with a system that once the player is knocked out, the game continues with the player being helpless as long as there are allies in sight who can potentially win the battle. If not, then the game ends or potentially the player is captured.
Helpfully, the system provides some sample enemy types which I have gratefully seized upon and implemented and accordingly, here's some screen shots of spelunking towards your inevitable death (ignore the messages which are describing off-screen events for debugging purposes).
The potential for enemies and the player to be knocked out instead of outright killed appeals to me in the sense that I would be aiming to work that into the combat and plot of the game - for instance, with a system that once the player is knocked out, the game continues with the player being helpless as long as there are allies in sight who can potentially win the battle. If not, then the game ends or potentially the player is captured.
Helpfully, the system provides some sample enemy types which I have gratefully seized upon and implemented and accordingly, here's some screen shots of spelunking towards your inevitable death (ignore the messages which are describing off-screen events for debugging purposes).
No comments:
Post a Comment