Check out these craftable jewellery items from the game I'm working on with my fiance - it's an indie merge + crafting set in a cozy fantasy world and you can play it in early access now!
If you're on Android shoot me an ask and I'll sort you out with a special android link!
everyone actually has an unusually High STAT MAX for things such as ATK, DEF, & so on... But they can only access a varied Percent of it at a time.
Typically, it may hover around, say, 50%; for the sake of the example. And it may fluctuate a tiny bit based on How someone is feeling. Spending numerous days eating nothing but field rations may sour the potential of someone who isn’t used to it.(lacking enough DIScipline) And if a character were to Get Upset, things may fluctuate wildly; DEF dropping to around 10%, while ATK raises to 80%...
Naturally, Leadership bonuses can help bump up the used % of other characters, and particular Stances may change it as well...
Plus some forms of Magic letting People reach their True Potential, setting everything to Full 100% for some time; (particularly useful if a character is like a ‘Page’, who may typically hover around 25% of their Max)
And, ‘Do you believe in fortune telling?’
Fortune Tellers can give the benefit of telling you the exact Numbers for your Chance to hit, & how much DMG you may deal, along with many other little statistics that make Strategy Games so fun.
Usually, a Higher Lvl tactician is needed to get all that information, but a lower level Fortune Teller can work as well. (even if they do need to be a bit closer to See)(plus, tacticians have the bonus of knowing what to do with their information immediately, and are typically much better fighters)
And Higher Lvl Fortune Tellers can even build up a tiny stock of % that can be spent to ‘~Change Fate’, to raise/reduce Accuracy, and such...
Archers...
the elephant in the room... Archers, are OverPowered vs non-armored foes. They always will be. The power to cause a micro-spear to forcibly become intersected with someone’s body at range? A good archer is only limited by the rate that they can draw their bow, and by the arrows they have.
which is why, Archers will be limited by the rate they can draw their bow and the arrows they have.
1st lvl archers will suck. moving targets cause their accuracy to Plummet, and they take several seconds to arm up, not even counting the chance to slip up & need to realign their arrow.
by contrast, even a low lvl archer can be a life saver on shorter trips, once they develop the Skills to draw consistently & aim more confidently. (hey, how about that? character traits regarding expendable objects & their chance to succeed! some people might just not shoot if their chance to hit is to low. wouldn’t want to waste the time reloading & waste the arrow; even as a fast moving foe is bearing down on you!)
Seems like a real pain to take a 1st lvl archer anywhere, doesn’t it? which is why...
Training Grounds!
Yep. Training would become something actually useful. to essentially ‘Buy’ Skills for people. Naturally, being trained as a part of a group is the cheapest/most common(armies do it all the time!), and there’s nothing like real experience, so some trickier moves/skills won’t reach their full potential until someone gets the hang of it in a real situation... But It’s certainly Worth it. and some people may share ideas that could help lead to acquiring skills faster for free! or for Fee.
1 on 1 training is typically the best, so long as the 2 people mesh well.
someone just learning the bow ought to spend a few classes lvl’ing their skills, before practicing in safer situations. A little time, and they’ll become the brutal, micro-spear intersecting troop you’ve dreamed of!
// this is a way to have health slowly return, so long as your body has enough stuff in it to help repair itself. different kinds of attacks can deal dmg to health &or blood. ex, hammers only deal health dmg, but plenty of it, & some hammers deal debuffs that slow healing due to blood levels.
if B < H/2, H == H - √(the difference between H & B)
//health can also drop due to low blood. all calculations are placeholders for more suitably balanced/proper numbers
poison; a % of blood becomes poison.
H == H - √P
poison can be lost along with blood via any blood loss affect, though some healing options may prioritize the removal of Poison points when used to loose collective ‘Blood points’. (both blood & poison)
Food typically restores Blood points, which will restore Health points over time.
Potions that directly restore Health will be rare & valuable.
Cauterize; loose a little Health to stop most active status ailments that cause blood loss.
emergency treatment? briefly expands possible Health bar below 0 (so that health calculations can still permit natural high BP healing w/o an artifically inflated Health value preventing it; plus, sitting at -35 HP, with -50 HP being the bottom of your health may make things seem suitably dire.)
if H = ‘empty’, trigger Game-over, rescue event, or forgotten intervention.
if B = 0, Accuracy= 1/2, speed= 1/4, evasion = 1/4, & other debilitating status effects, plus all ‘bleed’ effect deal Dmg to Health instead.
blood types? if blood types are implemented, then conflicting types may act as either poison, or as ‘placeholder’ blood, that is not included when √ ‘ing valid blood for health recovery.
disease? like poison, but for a collective ‘Health point’ pool? needs elaboration.
?Vampires? likely as a difficult enemy/gimmicky class, with ‘over-max’ blood points possible, granting incredible levels of Health regen when full up. likely to expend BP for special actions, rather than ‘mp’ or whatever else exists.
bloodless entities have much simpler Health mechanics; may be vulnerable to different things.
Risk; different moves may have different risk values. a cautious foe might not end up being hit by a risky atk. leading into Counters.
Spears; Spears will most often deal Dmg first in a Counter situation; this can be incredibly useful against low Health foes, &or foes with high caution, &or foes with low pain tolerance. Spears also typically do more Blood dmg than Health Dmg, as they are piercing weapons. slashing is mid-way, & bludgeon does no Blood Dmg, just Health Dmg.
posting about possible ‘game mechanics’ and how ‘variables’ could be altered to determine how things change. this is just all that I can remember at the moment for reference.
HP:(health points) if it reaches 0, then there is a chance you’re dead. if you are ‘near people’, or if another game mechanic kicks in, then you may end up getting help.
if it is low( x < 1/10 ), then you may move slower & cause ‘concern dialog’ to occur when talking with people. Some may even stop you and try to force you to see a doctor. (also dependent on your ‘humanity’.)
if it is High(x > 9/10) right after a ‘boss fight’, then others may remark on it & how ‘scary’ or ‘incredible’ you are...
CP:(Coal points// only for smith) your portable Smelter runs on combustible objects, and can be used for special skills, or helping to make/repair things.
if it is Low in cold enviorments, your Health may suffer.
a potential later upgrade may also give you access to ‘Coal(d) points’. an ‘ice furnace’ that gives access to more skills & can keep your health up in hot enviorments.
SP:(Sacred Points// for swordsmen, but Smith might be able to get them if they take a more dangerous route) lets you utilize magic powers within the Sword. slowly recharges during battle.
Monsters. in general, there will likely be 2 main monster types per area, that are in competition with eachother.
if you don’t kill any of either type, or kill a bunch of both, then things remain balanced.
if you kill a bunch(1/2) of one, but not the other, then you may find the ‘Boss’ of the one you fought being cornered by the others after time passes. (an opportunity to possibly gain the aid of whichever side you help, if you have a ‘ranger’ or the like on your team.)
if you try to eradicate one type, then you get a bonus ‘boss battle’. then after Time passes, the other will have overrun the place, causing a few changes to the environment. (and more boss Battles if you try to eradicate them then.)
if you kill all of both of them,(netting you 2 Boss Battles,) then something else may move in after time passes. (most likely Humans)
Guardians: Guardians will bestow new powers upon you as a swordsmen, and lament the Hero’s absence if you are a Smith. But, if you make some ‘wrong choices’, then the Guardians may Fight you to protect the places they can be found at.
Humanity: having team mates keeps this stat High, while cruel &or evil choices can lower this. choosing to take the Sword gives an unusually High boost to humanity, making it easier for team mates to naturally and ‘automatically’ join you at specific points along your journey.
high/average humanity makes people like you.
Low humanity makes people wary or likely to not care; also opens up the option to possibly steal &or fight people. fighting & killing a person is a 1-way trip to being inhuman.
party members might leave at lower values of Humanity.
inhumanity most likely means that you will be attacked on sight at towns, or at least bared from entry if they do not know who you are.
‘Humanity’ will likely be the most complex variable here, & require a lot of going over.
Someday I hope to be able to show more than just spamming beauty shots of this horrible creeper from different angles. but today is not that day so enjoy this soul munching mess! I call it 'Happiness No: 99'