THE WEEKLY HYPELETTER - 02/06/2023
We take a look into the revamped Stats System.
TL;DR
The revamp of the Stats System is in full swing, and we’re aiming to have a functioning version by the end of this week. We are also re-working the boss for the polished demo as well, and plan to have important designs ironed out soon. It’s hard to believe that it’s almost been a year since work began on Project Eris. In this newsletter, we’ll delve into some details of the revamped Stats System, offering a glimpse into the intricate mechanics that will enhance gameplay.
Project Eris Highlights
It’s Almost Been A Year
It has almost been a year since the inception of Project Eris. I vividly remember that Wednesday, 6th July 2022, and that’s when I started brainstorming ideas for the initial prototype. The concept was simple: an action-adventure where you play as a warrior wielding abilities in a catastrophic world. Since then, Project Eris has evolved immensely, undergoing numerous iterations and improvements. As we build up to polish the demo, I can’t help but look back on the progress we’ve made. It’s been quite a journey so far.
Revamping the Stats System
Now, I could probably write a thesis on the revamped Stats System, but I only want to share the high-level aspects if it here. This crucial system serves as the foundation for various other systems, such as the Ability System, and plays a significant role in shaping the gameplay experience. Let’s take a look.
Stat Categories
The revamped Stats System will introduce some distinct categories of stats: Base Stats, Attribute Stats, and Primary Stats. Each category serves a specific purpose and contributes to the overall gameplay dynamics.
Base Stats: capabilities of an object
Base Stats encompass the fundamental capabilities of the Player Character. Examples include Movement Speed (which determines how swiftly they can move) and Regeneration Rate (which affects the rate at which they regenerate health). Although these stats are not physically interacted with, they are definitely felt to some degree throughout the gameplay experience. Base Stats describe the inherent capabilities of the character as well as their overall performance.
Attribute Stats: dynamic stats in action
Attribute Stats are the types of stats that dynamically change during gameplay. These stats include attributes such as Mana (indicating the amount of mana points the player has) and Health (representing the player’s current health points). Attribute Stats provide a tangible representation of the player’s status and are typically displayed through bars or sliders in the game’s interface. They fluctuate as the player engages with the game world, showcasing the impact of their actions and decisions.
Primary Stats: impactful values for progression
Primary Stats are values that have a direct influence on attribute and base stats. For example, Agility can affect the player’s movement speed, while Recovery can impact the amount of health gained per second. These stats are often interacted with on the screen and provide a sense of progression. As players enhance their primary stats, they experience noticeable improvements in their character’s performance and capabilities.
The revamped Stats System sets the stage for a dynamic and immersive gameplay experience. It enables players to engage with a range of capabilities and experience a satisfying sense of progression. This system will also be the underlying foundations for most of the other systems as well, so it’s a good thing that this is being worked on first.
“This is Hyper, signing out.”
Hyper