Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.
What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?
How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?
Have you ever thought about creating a complex stats and skills system? Many games need them and it gets harder to make one that can be used in a variety of situations.
What stats to use? The default strength and dexterity? What formulas should I use for hit chance? Can we make a D&D-like stat system? What about a more classic JRPG one?
How to make skills ranging from a fireball to a skill that applies a negative status? How can I make this skill use Intelligence vs Wisdom in its calculations? And what if I just want to use percentages?
In this course you'll see in depth how to create and balance stat systems. We will discuss about game design decisions and their consequences, then we will create a spreadsheet with stats and try to keep it balanced as different classes level up.
You will also use those same stats in a skill system we will develop from scratch in Unity. This system will be able to create damage skills, healing skills, skills that apply buffs and debuffs, etc. They will also use both percentage-based or stat-based calculations.
And to test everything, we will create a simple automated turn-based system.
I hope to see you there o/
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