jareens / andors-trail

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Character Jobs (Classes) #295

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
I've started implementing a Job system (character classes).  Currently, this 
only affects your starting stats (max AP/HP, attack/block chance, etc.).  
Beneath the EditText field for the character name is a RadioGroup containing 
the jobs available; currently Fighter, Theif and Mage.  To create a new job, 
create a subclass of com.gpl.rpg.AndorsTrail.model.job.Job and add a new 
instance to the Job.JOBS array.  Suggestions welcome as to how we can make job 
creation a little better (load from XML, maybe?).  The code is in the 'jobs' 
branch of my Github fork:

https://github.com/Oshuma/andors-trail/tree/jobs/AndorsTrail

Original issue reported on code.google.com by osh...@gmail.com on 16 Jan 2012 at 10:38

GoogleCodeExporter commented 8 years ago

Original comment by sdeva...@gmail.com on 10 Jul 2012 at 7:08

GoogleCodeExporter commented 8 years ago
I came up with an idea about classes and, in extension, combat 
strategy/mechanics. I looked into it on the forums and here before making my 
own thread and turns out the idea already existed. How far along is has the 
development of the idea come? I don't know much about coding but I would love 
to share my take on the frame of the idea:

Devs can create a myriad of ways to choose classes, advanced classes (evolving 
within a class), etc. while still providing the ability to mix and match with 
gears. They don't have to be many, like 3 or so, and it doesn't have to be so 
strict as to limit individual classes to particular equipment. You might then 
ask what point would there be if each class can use any type of equipment and 
create any type of build. That's why I have a solution to this conundrum. Not 
only can we have evolution within class (as in sub-classes) like Maplestory 
does, but we can implement abilities for each class that can be leveled up. 
These abilities would pop up in the window when an enemy is confronted, just 
like the enemies health bar. And instead of a mindless tapping on your device's 
screen until monster is dead, these abilities can provide in-combat strategy 
and that much more substance to the grinding experience of AT. Think about it, 
we could have like 2 different abilities and one specialized ability once we 
evolve into a sub-class.

Original comment by asdont...@gmail.com on 2 Jun 2014 at 2:49