Class Spotlight: Evoker

The time has come for another, long-awaited Class Spotlight. Today’s feature is the Evoker.

Evoker Spotlight

If the Barrier Mage embodies everything that defensive magic can do, the Evoker embodies raw, unbridled power. The concept behind the Evoker is that of the fireball-slinging wizard, raining death on enemies from afar.

The Evoker’s power lies in its very high Magic Attack, but is contrasted by low Defense stats and the low HP common to Wizards. Spells that will included in the Evoker’s arsenal will include the following:

    Disintegration: A spell that will outright kill an enemy with low HP, and has a chance to drop any items they may have.
    Meteor Strike: A strong Earth-element attack with a chance to cause serious Burning.
    Monsoon: A Wind-element attack that has a chance to blow enemies right out of the battle.

With these powerful skills, the Evoker is a force to be reckoned with, but one must always keep a watchful on both HP and MP, as such resources will be in short supply…

Check out previous Class Spotlights here.

Also, an updated ‘Thank you’ list has gone up here.


Class Spotlight: Barrier Mage

Waiting for some video-editing software to update? That means that it’s time for a new Class Spotlight! Today I bring you the Barrier Mage, a Tier 3 option for Wizards.
Barrier Mage Spotlight

As you may have guessed, the Barrier Mage is a defense-focus class option. This class will boast the most potent defensive spells in the game, capable of reducing all but the most powerful attacks down to a mere fraction.

The idea for the Barrier Mage came about while working on another Tier 3 Wizard class. This other class was focused to utter destruction, using powerful versions of standard spells like Fireball. To have such a powerful destructive force warranted an equally potent defensive option. So the Barrier Mage was born!

These two classes also originally shared the same Tier 2 class, giving players of that class the option for all-out attack or defense. This was changed recently to better reflect each class rather than having the Barrier Mage hindered by a less-than-ideal Tier 2 stat progression.

In terms of raw stats, the Barrier Mage is still more fragile than would might expect. With a DEF stat nearly half of any Warrior class option, the Barrier Mage has a lot of ground to make up. To do this, the Barrier Mage has greater damage reduction while Guarding.

The bag of tricks doesn’t end there, while spells increasing party defenses are this class’ mainstay, the Barrier Mage will also have some abilities similar to the Paladin, allowing one to make the most of those defenses in battle.

I hope you enjoyed this Class Spotlight on the Barrier Mage. It’s now time for me to get back to cutting together some gameplay footage. Stay tuned!

And as always, you can check out other Class Spotlights here.

Classes: How Do They Work?

Having made a small number of posts about how different classes work, I realize that how one goes from class to class is a bit unclear. This post should make things a bit clearer for everyone. The progression from Warrior to Dragoon will serve as an example.

Class Level Progression: The current class system has each tier spanning 10 levels.
(1-10 for Warrior, Spearman 11-20, and Dragoon 21-30)
When a character reaches a level benchmark (10 or 20). A notification will occur, informing the player that a character is ready to be trained in a new class. At this point, a class trainer needs to be found and spoken with. Also, any further EXP gains will be reduced to 0 for that character.

Qualifying for a Class: Unlocking a more advanced class will be a function of finding a class trainer for the class you want unlocked, and performing a task for them. There are no other requirements than that.

Hybrid Classes: Hybrid classes, such as the Paladin, will not require a certain number of levels in both related classes in the lower tier. Warriors and Clerics will each have their own version of the Paladin that will be assigned.

Training: Upon speaking with a class trainer, you are given options for which class to train in. Each trainer will have a set list of classes that they can train. This decision is currently irreversible, but that may change in the future.

New Skills/Spells: Once the new class has been assigned, EXP gains will return to normal. Upon reaching level 11, the first skill/spell for the new class will be granted.

If you have any questions or comments, feel free to use the form below, and I will respond as soon as I can.

Special Class Spotlight: Dragoon

Today, I bring you a special Class Spotlight. This Spotlight is dedicated to one of my fans who was able to infer the existence of this class. So here ya go, the class you’ve been waiting for… THE DRAGOON!

Dragoon Spotlight

If the Spearman is a combination of support and risky gameplay, the Dragoon takes the risk to a whole new level. The Dragoon represents the mastery of the spear as a purely offensive weapon, and a complete disregard for caution or safety.

By choosing Dragoon as a Tier 3 class for a character, major Defense penalties are assessed, but with suitable Attack bonuses. Along with radical stat adjustments, the Dragoon also features the stereotypical Leap Attack. (Most well known from the Final Fantasy franchise)

The Leap attack, like in many other games, will remove the Dragoon from battle for one turn, the Dragoon then returns during the next turn with an attack. This attack will feature a low chance to hit and a wide variance (a range of percentages by which the damage formula can vary, with Variance=20 being standard). Like the Spearman’s Dire Pierce, Leap has the chance to be a devastating attack, but also the chance to end up falling flat.

This class is not meant for those who want to play it safe. This class is designed for those who want a challenge, who want to have their success hinge on one lucky hit. As such, there is the possibility of adding some items to make the Dragoon more accessible for more casual players, such as increasing Critical Hit chance, helping to offset the low Hit Rate for skills. (Perhaps a special line of ‘Safety Spears’?)

That ends this special look at the Dragoon.

As always, you can check out other Class Spotlights here.

Class Spotlight: Spearman

Time for another Class Spotlight, today’s special feature is the Spearman!

Spearman Spotlight

The Spearman is a Tier 2 option for Warrior characters, but with a vastly different combat-feel than the Paladin.

The idea for the Spearman came about as an effort to design classes that reflected their weapon specialization. The Spearman forgoes the use of shields and other weapons, in favor of the much riskier spear.

The Spearman, unlike the defensive Paladin, takes a more active role in combat. With skills like ‘Armor Pierce’, the Spearman can cripple enemies, leaving them open to attacks from allies. The Spearman also features high-risk/high-reward abilities, such as ‘Dire Pierce’, which can turn the tide of battle in an instant.

While vastly different, the consistent Paladin and the risky Spearman are the only Tier 2 classes that have a common Tier 3 option, as seen below.

Spearman-Paladin Feature

What class will this mysterious hybrid be? That’s for me to know, and you to find out in a future Class Spotlight!

Remember: You can browse other Class Spotlights here.

Class Spotlight: Paladin

Welcome to the first Class Spotlight! This will give you a chance to see what goes into the design for some of the many classes available in my game.

This Spotlight features the Paladin, a second tier class.

Spotlight Paladin

The Paladin, as shown in the chart above, is a class available to both Clerics and Warriors as an option for a Tier 2 class. The idea for the Paladin comes from the Holy Warrior archetype present in many RPG’s, and often using the name Paladin as well.

This holy warrior of the god Ilaed combines the combat prowess of the Warrior with the Holy-type magic of the Cleric.

While not as strong as either the Warrior or the Cleric, the Paladin brings a more defensive style of combat to the table. Part of this will be in the ability to protect allies who are running low on HP, buying some time to drink a potion, or cast a healing spell.

Paladins will have special shields that only they will be able to equip, granting them higher defensive bonuses than normal shields, but hindering their ability to attack effectively.

All of this together creates a bit of a twist on the standard “Keep pressing the ‘Attack’ button” playstyle, and allows more ‘direct combat’-focused players other options to supplement their standard gameplay.

You can browse other Class Spotlights here.

The Work Finished Today

So, I actually managed to get some work done today, despite many hours without any sort of motivation/inspiration.

Most of the work was technical things regarding the multitude of classes available. This eventually led me to a thought that I hadn’t before.

The way the class system works in my game is as follows: Upon reaching a ‘milestone’ level, a reminder would pop up, informing you that the next tier of classes is available for that character (provided you have gone through the other steps to unlock higher tier classes).
You would then need to travel to whichever trainer teaches the class you would like to learn and pay any training fee. After that, the character in question would be marked as the new class and given their first class skill.

Thinking through that system gave me an idea for an incentive to learn a higher tier class (or a challenge to those seeking one): Reduce EXP (and possibly GP) gains. The system will start with making all EXP gains 0 for any character in need of training, until they seek a trainer to teach them, of lift the penalty (for a fee).

Odds are it will stay like this until serious playtesting, and will shift as need be to suit game balance and playability.

Hooray for productivity!