Darfall is a hero-based RPG city-building game that puts you in the role of a hero who must protect their home and help it grow! During the day, you must grow your hero’s might, find epic loot, master new abilities, and build up your settlement. At night, you must survive the hordes of undead.
Welcome to the 13th installment of our devblog, Paladins of Aganor! It’s me Lukas, and today we're diving into the inspiration behind, and the current iteration of, the hero perk system.
In case you missed it, don't forget to check out our previous [url=https://store.steampowered.com/news/app/1961600/view/3863588843590713513?l=english]devblog #12[/url], where we delved into the intricacies of the newly reworked survival map, showcasing its enhancements and difficulty options.
[h2]Perk System Overview[/h2]
Our current perk system represents a pivotal aspect of hero customization. It consists of various nodes that you can unlock using perk points.
[img]{STEAM_CLAN_IMAGE}/42663831/4f272a6155f49ffb9ff9cd1af2f66bc5a8dd4259.png[/img]
These nodes offer a range of enhancements - from health and damage boosts to the exciting possibility of doubling loot drops (yes, double legendary drops if you are super lucky!). They even allow heroes to directly mine resources like iron or silver.
For those interested for more behind the scenes technical info, I have also created a coding session with implementation in Unity:
https://www.youtube.com/watch?v=2eQ9XHY99Jo
[h3]Earning Perk Points[/h3]
We've designed multiple avenues for accumulating perk points to allow diverse strategic approaches:
- Leveling up a hero grants +1 perk point.
- Using the 'Book of Knowledge' item from the inventory also adds +1 perk point.
- This valuable book drops from defeating elite or boss enemies.
- Additionally, the 'Book of Knowledge' can be crafted in the new Library building, which consumes mana orbs.
[img]{STEAM_CLAN_IMAGE}/42663831/0d4adbbab2924e8a7a81d5d3d86424dcc36aa291.png[/img]
Our aim is to provide you with a variety of strategies and sources to acquire these points.
[h2]From Concept to Reality[/h2]
[h3]Initial Design Stage[/h3]
In the early design phase, depicted in Figma, the focus was not only on the node visuals but also on the mechanics of acquiring them.
[img]{STEAM_CLAN_IMAGE}/42663831/a913cc2f52cddadabcd8dc799de7f7af4f2ee2ab.png[/img]
Initially, I considered a progression system where performing specific actions with heroes, like resource gathering or enemy combat, would level up related skills. However, this concept often leads to a grinding routine seen in other RPGs, such as Albion Online, and didn't seem to fit a strategy game with city-building elements.
[h3]Final Design Choice[/h3]
Ultimately, I decided on a more straightforward approach: unrestricted perk points that you can assign freely. This decision steers clear of grinding and offers flexibility in character development.
[h3]Inspiration and Future Expansion[/h3]
A major source of inspiration for our perk system is the intricate passive tree from Path of Exile, renowned for its depth and complexity.
[img]{STEAM_CLAN_IMAGE}/42663831/09363bc8b72b5dfc526412e9c571449f0c968dc4.png[/img]
This model offers us the exciting potential to continually expand our system. We can add more ranks to existing nodes, like health or damage boosts, or introduce entirely new enhancements to further grow our hero's capabilities.
Stay tuned for more updates and insights in our upcoming devblogs!
- Lukas from beyond the darkness of Darfall