> my minimalist UI biting me back
took this from my game's description
I'm working on cursor indicators - when you hover over interactable objects this will surely help figure things out when they still won't read my barely a game's description.
> environmental indicators for entry/exit points
I'll add that to my growing list
> replacing my sprite font
I couldn't find I font I liked so I made one myself, nothing special about it, but it's good enough for now.
> Attack Rate / Cast Rate
AGI(Agility)=fast, so I attributed WIZ(Wizardry) to speed too
> granular attribute output
The attribute system behaves in increasing returns, it's a barely-a-demo but I don't want to make things too crazy too early
> Red(Reduction), Rst(Resistance), Block
I swear my brain told me I had answered that, and it's nowhere mentioned in my reply.
- Reduction is flat value subtracted from incoming attack
- Resistance is percentage reduction after going through above
- Block will protect you from incoming damage and status mods
> Property types
class | sub class |
Attack | Physical, Spell |
Physical | Melee, Range |
Spell | Magic, Fire, Cold, Lightning, Poison |
* Damage is after going through Reduction & Resistance formula
> Skill Tree navigation
Man, i tried that, placing the navigator buttons on sides and corners it looked ugly.
I'll try again, might figure it out and make it work, but it aint today.
> Skill Tree's base
It was deliberate that the more advance classes were not so hidden. I wanted players to wander a little bit, but my current design seems unintuitive and needs some work.
> Skill Synergy
There are 3 skill types Active, Passive, and Support.
- Active - your base skill (or use as Support)
- Passive - will modify your character directly
- Support - you can add these to your base skills

but there are special cases where skills are base skill only you cannot use them to support other skills (and is not indicated in the tooltip)
> Trial & Error Synergy
I wanted players to do trial & error to find compatible skills but that's too much to ask, I'll create a guide soon.
> Multiple Skills in 1
I wanted to cap the skills added to 10 skill levels, but I don't have to, there is no cap, the resource cost will render skills unusable
> Skill NPC
Nah, loadout shizz don't make sense here, I'll let you edit skills in the middle of the zone, while you get dogpiled by mobs.
> Prime Attributes
They're your character's foundation, high flat values coupled with decent multiplier is the way to go, high multiplier with low flats result are meh
> Sub Attributes not displayed
They are though, in your skill's description
> 59 Exp
That means your level is greater than the current area level, diminishing returns, fight in areas equal or greater than you
> Channeling & Buffs
You'll sweep early game with and will probably be hard to survive without in later levels Priest Buffs
> Channeling Skills
I need to make a quick guide for this class
- Channeling gets faster the more Cast Rate you have
- Priest Buffs has a max 'Channeling Time' of 10, Wizard attack skills has no cap
- Higher Cast Rate will let you accumulate 'Channeling Time' quicker
- You gain 3 seconds of status duration per Channeling Time, and Cast Rate is a multiplier of that duration
Wanna here about my level 8 guide now? haha jk
> Skill Synergy Special Cases
You can add 'Poison Bolt' to 'Poison Orb' but not the reverse, because poison bolt does not benefit & have Poison Orb's AOE modifier if that makes sense, and this is the usual logic