Hi,
only a slightly reworked version. I still have to re-arrange a couple things and redo parts of the graphical elements.
I think it's a rather backwards approach balance-wise to be honest - consumables already have a cost in being, well, consumed; they don't need another trade-off. If they also have more downsides than the spell, it means that once the character gets the relevant spell, the consumable becomes dead weight. Now if the root was a multi-use consumable (basically, more of a wand than a potion) and the spell version of High Jump required reagents, then the choice between the two would be less of a no-brainer.
This is also something I find dubious - if you want all stealth builds to have Invisibility eventually (which is how I read your "spells as augs" argument), why would the players invest in sneaking then? Invisibility is the ultimate mage spell because it allows the mage to bypass obstacles in a way other classes can't (i.e. waltz through a brightly lit room full of enemies), but presumably at a higher cost (in mana or reagents).
Both invisibility costs and item trade-offs are mostly balancing issues. I hope that trade-offs may lead to a couple interesting situations for players, but we can only really find that out once the system is being tested.
Other than that:
I'm currently on another business trip, so there probably won't be much progress to show this week.
Concerning level design, I updated 3 out of 4 subsections of the alpha level, using the new workflow.
I have also been working myself through Unreal's profiler output to get rid of some performance issues.
Once the fourth section is done I'll still have to adapt some of the AI and check the performance on that.
I'm currently thinking about setting up a system for modular NPCs (
see here for an example). I should have probably done that from the very beginning since it also helps with visual player customization (which has been treated as a complete afterthought up till now, since it doesn't really matter much in a first-person game). Not sure if this will make it into the alpha.
Oh yeah... I've also been talking to an accountant for the business side of this whole project.
With the price I'm currently targeting an LLC (respectively the local equivalent thereof) requires around 20k sales to be sustainable (ideally 40k in the first two years). Which is quite a lot, especially for a newcomer.
Otherwise large portions of the profits would be consumed by taxes and fees, making a sole proprietorship the better option. At least if I still wanna be making games in three years.
Now, completely disregarding the liability aspect of an SP (which is the main reason I dislike it), a real problem with that legal structure starts when it comes to crowdfunding campaigns (as I mentioned above - I'd like to do a small campaign to hire a musician).
The profits of a crowdfunding campaign go to the company as regular profits. Profits in an SP are taxed together with the personal profits of the company owner (the SP is essentially just a legal facade for the company owner, that's why everything the company "owns" is actually the property of the company owner and everything the company "owes" falls back on the owner as well, including lawsuits - an LLC on the other hand is a separated legal structure, where owner and company are two different things)
Anyway, if the company owner is working on the side (as I am currently), the profits of the SP are taxed ontop of those earnings. And since we have a progressive tax rate around here, that means everything from that crowdfunding campaign would probably be taxed at around 35-42%, which effectively means that the targeted amount for the campaign would have to be higher. Which is also kinda ironic, since, technically, the more money the campaign gathers, the worse it gets.
In short: I haven't really decided on anything yet and I'll have to talk to the accountant again in a couple weeks. What I can do until then is realistically assessing the potential sales figures for a game like Monomyth. I always felt like 6-9k would be a pretty good number, but I currently can't really back that up with anything.