[MS:U] Project Lead Journal

thesupersoup

New Adventurer
MSS Developer
MSC Developer
MSU Developer
Lead MSU Developer
Jan 5, 2009
208
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27
Every journey begins with a single step.

menuwipresize.png
3D menu, with animated clouds, flag, and SFX


This week has been spent getting Hubris up to snuff for MS:U. That meant implementing some features which had, up until now, been something I felt comfortable implementing "later." Now the FPSController can crouch, the InputManager can better handle keydown/keyup/keyhold events, player state is properly enumerated instead of leaving it to flags, and probably some more things I'm forgetting.

I've also spent time getting familiar with SabreCSG, which is the level design tool I'm advocating for MS:U level designers to use. It's fully functional (and I built the new menu tower with it) but it hasn't been updated in some time, which means Unity isn't happy about certain depreciated properties and methods that SabreCSG makes reference to. I plan to fork the tool and take care of updating it for Unity 2019.x myself in the next week or so.

Another short-term goal is to get the framework for NPC dialogue, the shop interface, and other RPG-specific features up and running. I've given myself three months to get everything ready for a playable alpha, the details of which are below:

Master-Sword: United, v0.1-alpha (By December 2019)
  • One map (not a familiar Master-Sword location, at least at first) Might be part of a familiar location
  • Single-player only (we'll see about possible LAN support; internet later)
  • Standalone launcher (No Steam integration, at least at first)
  • Local character save files
  • Three enemies, with item drops on death
  • All MS:S weapons implemented (the whole rusty family, I think, and a bow)
  • Proof-of-concept stats and skills (gain experience for performing actions, level up)
  • Proof-of-concept Inventory system (drag-and-drop item management; hands, packs)
  • Proof-of-concept Merchant system (sell items for gold, buy items)
There's quite a few things to consider; each bullet-point unpacks into several more. I'll make journal posts digging into my approach to each one as I go along.


Let's talk about Player Attributes.

When I started designing MS:U, I knew that I didn't want to simply take the existing system and bundle it in. Making a new version of Master Sword means that we have the opportunity to make some changes; but of course, it would be foolhardy to come in and throw out all the old in favor of the new just because we can. After some consideration, here's the tentative core attributes for MS:U:
  • Strength
    • Physical strength
  • Dexterity
    • Physical speed and grace
  • Fitness
    • Physical vitality and resilience
  • Awareness
    • Mental perceptive ability
  • Willpower
    • Mental fortitude and ability to project the will
  • Intellect
    • Mental reasoning and objective understanding

I'm sure you can already see which attributes might affect certain skills, and that was my goal: to ensure that each attribute has a clear role to play in building your character and their specific skillset.

There's two more attributes I'm looking at adding which would further define your character and their place in the world of Leann:
  • Fate
    • The immaterial force behind action
  • Hope
    • The light within that resists darkness

As a simple explanation, consider Fate to be akin to "Luck" attributes in other RPGs. It represents your character's growing Legend, and the higher your Fate attribute, more spectacular feats will be within your reach. The mechanics that Fate could end up affecting are critical hit chance, item drop rate, and the occasional saving throw on a parry when your HP is low, just to name a few possibilities.

One important tenant of MS:U will be your ability to choose a path, aligning yourself with either Order or Chaos. As has been established, neither Order nor Chaos are inherently good or bad; both are needed, and players can incorporate either one into building their character—through quest decisions, equipment and items, or even the spells they choose to master. This alignment will be made manifest as your Hope attribute; a Hope value of 0 represents perfect Balance, with negative Hope leaning toward Chaos, and positive Hope toward Order.

As an aside, my explanation for this is that I figure someone who believes in Order would likely be optimistic and stereotypically "heroic" in the face of danger, while a follower of Chaos might be fatalist and pessimistic; the glass is always half-full, and everyone's manipulating everyone else. Not to mention Chaos would be more likely to embrace darkness, even if it involves a trade-off.

Your Hope attribute will play a large part in defining a player's role within a party. The current plan is for Order aligned characters to gain Tank-style benefits in areas of darkness and shadow (increased damage mitigation, increased aggro). Chaos aligned characters are physically weakened in these areas (reduced damage mitigation, temporarily lowered maximum health[?]), but gain great potential for damage (increased damage output, especially for spells; increased mana regen).


Until next time, Graycloaks.
 
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