7/31/19

Skills to Play the Bills

Continuing on with updates, I started on a few skills for the project.  In the demo, the player's commands wasn't the standard Attack-Skills-Guard-Items but something like Play-Battle-Tactics-Items, where three of the commands were their own trees.  In addition, Play and Battle targeted their own array of enemies, meaning you'd have to prioritize which enemies you had to face.  It also means that Battle skills could never strike an enemy marked for Play, and the tree will even seal itself when there are no Battle enemies.

I could also restrain these skills further.  Anything that requires a mouth, arms or legs would be sealed regardless of which skill tree it's in.  Items would be delivered by a drone, which I can seal by having an enemy emit an EMP.  Perhaps instead of a paralysis, I would simply seal the rest of the skills.

One of the Skills I plan to work on is Forced Recovery.  It's a Tactic skill that recovers a large percentage of HP and removes a number of states, not different from skills you may find from fetish games like Lipucd's.

However, being the script maniac I am, I plan to use Wear and Tear here (this script can transform one equipment into another.  Assuming the actor is a drone, the plan is that Forced Recovery tampers with the suit to gain those benefits, which also brings the chance  to activate a "lockdown" that differs from suit to suit.  With no equipment, I'll add a "seal all" state or perhaps an equipment that disappears if "restored".

This means that the play style of the game will either boil down to actors with unique "body types" that can't be removed or actors with interchangeable "body types".


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