Hello again, and welcome back to the 10th (!) development diary. Today we’re going to have a little chat about how God Powers correspond to the “second to second” game play decisions.
Each time the player casts a spell from a school of spells (there’s five of them), a percentage of the god power bar is filled up. Let’s say for example you cast the Holy field spell, the High Lord’s correspondent rune would will up 20%. If and when a God Power bar hits 100%, a literal God Power is unleashed; in the case of the High Lord your melee attacks gives you health each time you hit an enemy based on the damage you performed.
Each of these bars fills up each time a spell that is not a “Spender” ability is cast.
Now, that’s all good and well, but there has to be some kind of reasoning behind using spells tactically. Which is why we’re going to introduce the concept of Builders and Spenders.
Builders and Spenders
Like in most MMORPGs or RPGs in general, there’s a concept of “Do Ability1 X amount of times until you can do Ability2” – and in Tamarrion it’s not a whole lot different, we’re just experimenting with a little twist on the concept.
Most spells generate GP (God Power). Some spells and abilities generate more (and often have a longer cooldown), and some less. God Power is also drained if not used over time, meaning that you’ll be losing x% amount of god power when it is not being consumed or used. Also, hitting 100% god power means you unleash the ultimate god power (UGP) and all of your GP percentage is reset to 0 (and you can not generate GP while under a UGP). This creates an incentive for the player to build, spend and hoard GP as efficiently as possible.
Let’s look at an example, as we so often do (note: names are just examples):
Holy Field: Generates 20% GP. Cooldown: 5s.
High lords Blade: Generates 5% GP. Cooldown 2s.
Now this is where it gets interesting. Since the GP decays over time, the player has to learn and time their GP spenders accordingly.
Heavenly call: For each (rounded up) % of Holy GP, heal the player for 0.025 * (Devotion Power) and damage the surrounding enemies for 0.5 x (Devotion Power + Physical Power). Cooldown: 0s.
Notice how the Spender does not have any cooldown, and is thus only connected (and able to be used) when there’s GP in the corresponding gods favor. The numbers are just made up on the spot, but they’re indicative to how the spell would work. In short, the more GP you’ve built, the stronger the Spender – but the player has to be vary of using up all of your GP, in case you really really need that strong UGP buff.
That’s all for this week, I’ll be back talking about more design decisions in two weeks.
//Oskar “Perkulatorn” Lidh Frykmark, Lead Designer