I’m fairly new to programming and Unity in general, but I’ve been going through a lot of tutorials, etc. lately, and have gotten to the point where I’m bad at modifying things to fit my purpose, instead of just horrific.
Any way – I have an idea I’d like to implement, and I’m fine with figuring out how to put the pieces together myself, but I’m not really sure what pieces to look for.
Here’s what I’d like to create –
RPG-type game, killing things gets EXP, player is able to spend EXP. Unity/C#.
Player can spend EXP on a wide range of skills, for now (since I’m still learning and I’d like to get the concept down and then expand it), I’d like to have skills like this:
combat>offense>swords
combat>offense>daggers
combat>defense>armor
combat>defense>dodging
magic>elemental>fire
So, the player has access to all of these skills at the same time.
To give further example, let’s say wanted to spend EXP on combat, leveling it from 1 → 2, their levels would look like something:
combat 2> offense 2> swords 2
combat 2> offense 2> daggers 2
combat 2> defense 2> armor 2
combat 2> defense 2> dodging 2
magic 1> elemental 1> fire 1
Okay, so now they get some more EXP and this time they decide to spend it on raising swords, 2 → 5, their new levels would look like:
combat 2> offense 3> swords 5
combat 2> offense 3> daggers 2
combat 2> defense 2> armor 2
combat 2> defense 2> dodging 2
magic 1> elemental 1> fire 1
(combat>offense is now 3, because swords 5 and daggers 2 averaged out is 3.5, rounded down. Combat is still 2, because offense 3 and defense 2 averaged and rounded down is still 2.
The ‘top level’ (combat, magic) would then be averaged out to determine the players actual level, rounded down to the nearest whole number.
This is a fairly complicated system, I think – that’s why I’m not entirely sure the best way to implement it. Any ideas are appreciated!