Anthony has been making progress on Fargoal 2 — Check our our discussion notes!
Hello Fargoal Fans & Supporters:
Anthony has been working on squashing some Fargoal 2 bugs, familiarizing himself with the code base, and getting set up with his test equipment and Development platforms. We had a great Skype chat on Monday that I wanted to send a brief report about (below). What's exciting is that we've been talking about the new Character Classes that we will be putting in and fleshing out.
Here are the results of our recent discussion:
Sword of Fargoal is unique in that we've always wanted to allow each and every character develop organically as you explore the dungeon. Many "Roguelikes" are fairly strict to the character classes being very specific and specialized. For example, a Mage or Magic User may be able to cast spells but cannot wield certain weapons; A Warrior or Fighter can handle a broadsword but not cast any spells.
Our four classes will be called: Fighter, Magic User, Thief, and Ranger
When a Fighter explores the dungeon and finds a Light spell, this does not mean that she can't use it; but instead, the 'effectiveness' of the spell might be weaker than a similar casting by a Magic User. It might last a shorter period of time, or there might be some faltering along the way (specifics are not yet fully determined).
Similarly, a Magic User may not be very elegant doing so, but if he finds a Claymore (large sword) and wants to lug it around, he might very well decide to do so. However, because his Strength is likely to be less, his carrying ability would be less than an equivalent level Fighter.
Anthony captured all of these details very well in his notes from our conversation. Here's what he had to say! (with minor edits)
Anthony: We intend to implement classes not by necessarily by removing abilities like other games do (i.e. making fighters incapable of casting spells) but by having some classes gain skills faster or slower than other classes. If you wish to wear chainmail as a Magic User then you can do it; it'll just take a lot of work since your armor skill will go up much more slowly than a fighter's.
Magic Users will be able to learn spells permanently and will start with a light spell and a basic attack spell (fireball, etc). This will allow a Magic User to engage at range (or run away) instead of being forced into melee.
Magic Users will not use a mana system. Instead, their spells will charge individually over time. Different spells will take a different amount of time to charge and different spells will allow a different number of charges to be stored (for instance, you could store many charges of a basic attack spell since you'll be using it a lot but you might only be able to store one charge of a much more powerful spell, requiring you to recharge it before using it again). Your charge rate will increase greatly when standing on a Temple. Finding a scroll of a spell you already know will instantly give you a charge of that spell.
Magic Users will be able to gain at least one spell that allows them to sense nearby enemies even in the fog ("Clairvoyance"), and at least one spell that will temporarily allow them to use better armor than their armor skill would normally allow. Both of these spells can also be found on scrolls by any other character class.
Jeff's Note: Since the Magic User would not get the full benefits of heavy armor (unless they happen to be particularly strong), a spell with a temporary effect could be cast which effectively makes the armor 'lighter' or even weightless, which in turn will help them to gain the full benefits of the protection — only for a limited time.
Thieves will have naturally higher dexterity than other classes. They will be able to attack faster and run away more easily than other classes. If a thief engages an enemy first, he will have a chance to backstab with his first attack for increased damage.
Rangers will do extra damage and have extra crit chance with bows, but will still be able to use most other weapons effectively. Rangers won't have the sight advantage that Magic Users do, though [of being able to cast offensive or protective spells].
The Temple will be greatly expanded due to the expansion of classes in the game. You will still be able to sacrifice gold for experience, but you will also be able to use it to increase a skill. You'll only be able to do this after a certain time has passed, and when you buy a skill increase, you will be able to choose between two or three of the available four skills at random. Thus, you may not always be able to gain in exactly the skill you want, but the odds are in your favor and every class can benefit from gaining in an "off-class" skill.
Jeff's Note: The idea I had is that the skills may be accumulated in a background "stack" as you've practiced various actions during your adventure. Once you are at a Temple, the top few skills that you have been developing may come up as a randomized choice to pick between. Anthony's and my intention here is to make the leveling up feel more gradual — rather than just in one large jump as you get over a certain number of experience points.
Magic Users will also be able to sacrifice a spell scroll, staff or wand to start the process of learning that spell permanently.
All gold sacrificed at the Temple will count towards experience, but we will also develop some sort of credits that will also count toward IAP, so players who play a lot of Fargoal 2 won't have to spend real money for unlocks like new classes and whatnot.
Jeff's Note: Our intention is that the Fargoal Shoppe (IAP store) will not become a way for players to 'cheat' by buying high-powered weapons, armor, spells & potions, etc. Players will have to find those things in the dungeon. At first the Shoppe will be fairly sparse, including — as Anthony alluded to — new character classes, and future ones to come. Plus it may have certain elements of character customization that serve aesthetic purposes only (hair color, facial features, and other appearance elements). We've been asked about Reincarnation; that may be a consideration to be included at some point. We are more likely to include certain simple expendable items rather than high-powered and special items that really should be left for exploration within the game. Anthony is right though: There's nothing that will be in the Shoppe that won't be achievable by earning credits (for the Shoppe) through frequent gameplay.
Magic sacks will now increase your maximum load rather than allowing you to carry more gold coins (since gold coins have weight now this makes more sense).
Jeff's Disclaimer: Since this is a design-in-flux, some of these ideas are likely to evolve and change as the game continues to be developed. We wanted to share our 'raw' discussions with you so that you, our supporters, can begin to weigh in with your own thoughts and suggestions as well. Since Fargoal has a certain history and style to it, please keep in mind that we may or may not be able to implement all of your suggestions. But by all means we want to hear what they are if you wish to share them with us!