• Creature's Natures & Ability Tree System •
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The one... but strong as seven!
Whoa! Mother of dirt! WT...?!
OK, OK, everything is fine, just please, sit comfortable in Your home throne and listen carefully...
I really love when I have one or few very precious creatures much more than dozens of useless, weak and soap-afraid cannon meats...
This is what I love in DK games - You've never need a big amount of creatures, sometimes only 5-8 would be enough to conquer the land, but... still there is not enough for me, every creature, on the same level is exactly the same (except it's name and blood... but it doesn't matter!). Of course sometimes have really many creatures as cannon meats goes well, but usually longer.
ATM game is not balanced, we can make many Dark Dwarves and fight with huge amount of enemies... what a slaughter!


Going straightforward this way I would like to present You... a new
Creature's Natures & Ability Tree System!
WoHooHaHooHoo...
OK, some of the features I've spoken mainly in Pokémon games, Disciples and... Soccer Manager. I parted this thread into 3 parts, but strictly connected to each other, because all roads goes to creature!
- The same creature type - different natures/attitudes
- The same creature type - unique abilities
- The creature's ability tree system
Imagine that Your Dark Dwarf is coming out from the portal. You see his name - it's Henry. 1 minute later another Dark Dwarf is coming out the portal. You see his name - it's Rupert! Rupert has lighter hammer and and horn more twisted than Henry's horn... but w8 a minute... Rupert has different nature than Henry!
Rupert is an Enthusiastic Dwarf, Henry is Lazy Dwarf... These two seems to be really different, huh?
Each of attitude has pros and cons. For example: Dwarf with Enthusiastic nature is doing his work faster than normal dwarf, but if has nothing to do he gets angry faster. Lazy guy has decreased work efficiency, but it is very hard to get him annoyed, because he usually don't need to do anything, he could just lie on the table ignoring dangers.
Of course creature's nature could affect on it's other factors like:
- fear factor - is it courage enough to challenge this freakin' Cyclotaur?
- base stats like attack, defense, speed could went up/down.
- happiness - is it gets angry faster? Likes to bother anyone while eating?
- hunger factor - creature need more or less food?
- leadership - is it a good leader? Raises motivation of surrounding units in battle
- work factor - can creature works faster than other?
2. The same creature type - unique abilities
Works the same as above, but traits about creature abilities. For example:
Our Henry has Hardened Hammer ability that gives him to hit stronger. Rupert has got Belly Strike that gives him additional and unique ability to strike the enemy with his belly, so that could back off the enemy for a meter - good defensive ability, especially when it comes to fight as a tank and You only have range attack units.
Of course it is possible that one or more Dwarves from 10 could has the same nature as other in group and even the same ability.
We can choose really many variations of natures/attitudes (here is example http://www.gurusoftware.com/GuruNet/Pers...actors.htm)
If it comes how this all could show to us... maybe like in DK? Firstly we press [?] button on our pannel and we could see it's all infos in floating square, pop-up window (like in common RPG games when we click on item) or the info. We could make keyboard shortcuts that will allow us to pan camera automatically after using certain made combination to target creature.
It could happen by just right-clicking the mouse button on creature, but it will depends what we could do with mouse in the finished game. Short description of creature's name, skills etc. could be shown like now - just a long text bar on the top of the screen.
3. The creature's ability tree system and no-level appearance changing
In cooperation with Mello Tonin! Credits to him, thank You!
Like in common RPG games for every abilities we can make trees (for special abilities too), but how about divide abilities to two categories additionally, where we could DISABLE exp. leveling system (like in DK, from 1st-10th level)?
Ability categories:
- Combat - typical skills like Fireball, Belly Strike etc. While using them more and more raises its power/effect time/range etc.
- Work - Raises the productivity/ work speed of creature. I think there is no need to make several work abilities, just one raising while working.
There won't be any levels here, but points - each usage of an ability increases amount of points to the certain limit.
Each skill tree has a base and extension.
A newly spawned character will start off with base skills and then You can set once:
- The way which extensions will be develop (if the skill has more variants than one You choose only one of the branch) - from the base to the last extension.
- Priorities - so which skill should be develop the most and which less (of course it won't totally make that creature will only use the most prioritized skill)
Imps will get in game certain tasks and certain task could dictate their appearance which they could have attire and tools displayed for the particular task. So like if digging, they could start off looking as they do, pickax in hand, and as they improve they could get a back pack, a hydraulic drill, or whatever.
How the abillity tree will look like? Let's show the example of Combat Ability:
-
Skill base:
- Belly Strike: knocks down the enemy creature and turns it down for 1 meter (point limit: 1000).
Skill extensions:
- Belly Bang: gives an additional 1 meter of turning enemy down for Belly Strike. (requires Belly Strike points: 666, point limit: 1200). <- this like every other skills are not a new skills, but more unlocks gives creature additional power to basic form of ability - with in this case is Belly Strike.
- Bounce!: gives an additional 1 meter of turning enemy down for Belly Strike (requires Belly Bang points: 456, point limit: 2000). So now Belly Strike turns down the enemy for 3 meters (not as at the beginning only 1).
- Knockout: additionally has 30% to stun for a 3 seconds after using Belly Strike (requires Belly Bang points: 567, point limit: 1800). As You see that skill requires more points, but it doesn't mean that is more useful than 'Bounce!'. This skill is better if You want keep enemies farther form Your mages behind Dwarf. Remember if You've choose 'Bounce!' You won't be able to choose 'Knockout' too.
As we see all we need is setting the tree and priorities once, than everything will go automatically - of course we could change the way for the next extensions anytime.
Appearance
![[Image: qvq4.jpg]](http://img200.imageshack.us/img200/2182/qvq4.jpg)
Summary
We could reallllllly make many various tactics - not only depending on training monsters, makes them happy or digging, setting traps in right order etc. What do You think? Especially if the player will have limited amount of resources available. Player will feel that he has to take a good care of his precious creatures twice more. With many upgrades/armors given to our creature, with suitable abilities and
And could be really funny with inventing creature's abilities!

Some creatures could be immune to various skills so, even if You would like to train a skill on a monster that is immune to that skill - it won't work, so choose skills for Your skills wisely. };c])
We can also add that as many points an ability has (as the number of points is closer to point limit) as more powerful is the skill... but it would probably take to much memory to calculate this raising power of an ability each time when creature uses this ability.
We should make all creatures valuable to avoid 'uselessness' of any - like useless for example were bug and fly in DK, temple didn't help them to avoid being throwing to The Endlessly Deep and Black Hole of The PORTAL... that idea may help solve that problem.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy