![]() ![]() We’ve got plans for a bunch more, both ones tied to schools of magic and others not, so there will be plenty to talk about. Two classes might have ways to increase their damage, but they both do so in different ways.)Īt the moment, we’ve got 11 classes, one for each school of magic and then five others. Currently, these scrolls and abilities are unique to each class, though there’s some overlap in functionality between classes (e.g. The ability is often a powerful class-defining ability and the scrolls will further augment your playstyle as you acquire and level them up. Yeah, that’s great, Jesse, but blah blah blah, but what IS the current Spellbreak class system?Įach class contains one passive ability and three scrolls that you’ll be choosing and leveling up over the course of a match. #SPELLBREAK BEST CLASS HOW TO#While classes should still be balanced and we definitely want people discussing that too, we also want you discussing the nitty gritty ins and outs of how to spec just so and the whys of it. An important distinction here is that this is different from balance. You and I should be able to debate what’s best for us and what we think are good builds, bad strats, and so on. This will make sense more further down…Ĭlasses should be discussable. It should have internal synergies and not rely on combos with other classes. A class in isolation should still be interesting. They should be thinking of what it might do and how they’d feel playing it.Ĭlasses should play differently, each opening and closing new strategies to the player, and encouraging them to seek out new and exciting ways to play it, both on their own and with and against others.Ĭlasses should be atomically useful. ![]() They should have an image in their head of what it would play like. A fair portion of the team here at Proletariat have backgrounds in RPGs/MMOs and got really excited about the idea of having classes and what they brought to the table.Įarly on, we came up with a set of goals for the class system, and through numerous prototypes, while the mechanics often changed dramatically, the goals remained constant and let us measure our successes and failures against them.Ĭlasses should be thematic, evocative, and aspirational. When we first talked about Spellbreak and how we wanted to incorporate RPG elements, nothing screamed louder for inclusion than “classes” (well, loot might have but that’s a topic for another time). Preamble for current testers: please remember your current agreement to not share info, so please don’t spoil class/scroll specifics. It’s not flashy and gif-able, but it’s a great rabbit hole to go down! Now that we’ve got a game name, it’s time to start discussing some of Spellbreak’s features, starting with the class system. Hi, I’m Jesse! I’m the design director here at Proletariat and #1 Sloth Fan NA. ![]()
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