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Joined: Jul 2014
Location: East Coast
journeyman
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journeyman
Joined: Jul 2014
Location: East Coast
Greetings all. I am currently at work fixing web nonsense and have not yet had time to crack open the editor due to me not having finished the Campaign yet. I want to stay far away from the editor until that point.

However, I have been working on a game idea for awhie now, and I want to use this engine to make it a reality, but I am not sure if the engine is capable of what I want. If someone could chime in really quick who has had a chance to look at what tools we have available, I would appreciate it. The main features I need at:

1) The ability to add another bar to the UI. I want to implement secondary resource mechanics for different classes, and I need to be able to indicate the value of these resources, preferably under health.

2) The ability to edit the inital class "description" like Knight or Wizard.

3) The ability to assign specific trees to a player based on that initial class description, but to also be able to assign generic trees that anyone could invest into (I assume this is default functionality, but I am asking anyway.)

4) The ability to completely remove all currently existing spellbooks and skill trees. I also want to rename the categories the skill trees are under.

5) Extend the combat system to include a projectile system that would cause all projectiles to act as seperate entities with their own speed and move values. Basically I want to make all bows, projectile spells, and such be able to be dodge-able/interactable for a short period of time as they travel to their target.

6) The ability to edit the functionality of different stats, level up growth rates/rewards, etc. Preferably I would like the ability to completely remove the Strength/Dex/Con etc.

7) Have skill trees that can go beyond 5 levels.

8) Change the EXP Curve.

9) The ability to create my own item stats/effects.

If someone could let me know the validity of these items, I would greatly appreciate it.

Last edited by Sinistralis; 16/07/14 03:04 PM.
Joined: Jul 2014
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Given from what I have seen so far...

These are possible:
2) The ability to edit the inital class "description" like Knight or Wizard.
4) The ability to completely remove all currently existing spellbooks and skill trees. I also want to rename the categories the skill trees are under.
7) Have skill trees that can go beyond 5 levels.
8) Change the EXP Curve.
9) The ability to create my own item stats/effects.

theoretically possible:
3) The ability to assign specific trees to a player based on that initial class description, but to also be able to assign generic trees that anyone could invest into (I assume this is default functionality, but I am asking anyway.)

unknown:
1) The ability to add another bar to the UI. I want to implement secondary resource mechanics for different classes, and I need to be able to indicate the value of these resources, preferably under health.
5) Extend the combat system to include a projectile system that would cause all projectiles to act as seperate entities with their own speed and move values. Basically I want to make all bows, projectile spells, and such be able to be dodge-able/interactable for a short period of time as they travel to their target.
6) The ability to edit the functionality of different stats, level up growth rates/rewards, etc. Preferably I would like the ability to completely remove the Strength/Dex/Con etc.


Joined: Jul 2014
Location: East Coast
journeyman
OP Offline
journeyman
Joined: Jul 2014
Location: East Coast
Those were the main 3 I was concerned with : (. I think I read something stating the UI was not possible to edit currently due to it being compiled with another editor tool separate from their toolkit. I might be able to get creative with buff descriptions, although it wouldn't be as user friendly as I would like it to be.

I can deal with 5 not being possible, although I would be very bummed as I had some really neat ideas for this, and I can work around 6 I think. I figured it would be easier to balance hybrids without those stats existing, but I will just need to find other ways around that.

Some other items I forgot to ask:

10) I want to implement a type of passive system separate from Traits, where players would need to pick from a plethora of passives, limit them to only being able to use 2 or 3, and have these linked to skill trees. I am PRETTY sure I can achieve this using Stances assuming I can increase the "Max Active" from 1 to 2 or 3.

11) A want to be able to create a subset of skills that are seperate from typical cooldown mechanics. Rather than have the skill be based on a Cooldown, it would be based on an external resource. Honestly, all I really need for this mechanic is the ability to be able to edit the Cooldown property of the object on turn start. Setting the cooldown to 100 would let me simulate what I want (Although being unable to remove the Cooldown: 100 would kind of suck).


Thank you for the response Tiaexz. I super appreciate it.



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