This video demonstrates the design and implementation of a skill tree system for an MMO game, covering key concepts including logarithmic progression formulas for skill point calculation, quadrant-based skill tree layouts with multiple starting points representing different character classes, weapon group classification systems (melee, ranged, magic), and the importance of balancing situational versus general skills to create engaging player progression paths.
Deep Dive
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Deep Dive
Mythfall - Grappling with the skill tree (Golang MMO)Added:
Hello. Hello.
All right.
Um, excuse me.
Sorry. Let me just get my uh thing set up here.
I think we're good.
All right.
Oh, skill tree stuff.
Oh, did I ever finish this bug? I was working on this yesterday.
Um, yeah, I guess let's fix this really quickly.
What's up, Dracula? How's it going?
There is a bug here.
kind of scary. Everything getting hacked. Wait, what's getting hacked?
I feel like I've seen headlines for things, but I haven't really been following it closely. Is this from Mythos?
Not Mythfall, though. By the way, mythol hasn't been hacked as far as I know.
A lot of npm packages on then GitHub.
Oh.
Yeah, JavaScript's the worst language ever.
So, I would never use that.
But I understand some people have to.
So, what's up, Jim?
All right, we need to figure this how this is going to work. Unusual Friday stream. Yeah, seems like VS Code plugin was infected and GitHub employees installed it. Oh, really?
It is it is wild to me that companies let their employees just install stuff like this so uh freely.
Like it's crazy that companies just let people install whatever they want sometimes.
I'm surprised it's not like all vended out. Like there's not like some vendor repo that everybody can install anything from and everything that people want to install has to go through some vendor repo.
Okay, so for the bar, if they're below level five, we show reach level five as their goal.
Otherwise, it's reach level 10.
Um, man, the Twitch uh interface thing has so much flashing stuff. So annoying.
Just distracts me. Must be a market for some kind of registry. Must be a market for some kind of registry. proxy manually whitelist dependencies after checking all the subd dependencies using an LLM or something. I just feel like you need to have somebody who's manually going through this or I mean you like an LLM could be used for this stuff too.
It's like review this repo and make sure that's not a virus, you know? And granted it's not going to catch everything, but at least it's something, right?
But I think that uh Man, this thing keeps flashing. How do I turn this off?
I don't know.
Um, what was I going to say?
I don't remember. I lost it.
Okay, then current skill points. Next honor. So, if we get past here, then we're past level 10, which means it's going to be an honor uh goal. Then this is our equation.
one direction to get the current skill points. The next honor, yeah, this is how much you need to get to for this.
The problem though is is that if this is uh exactly if you're exactly at the honor level, then it it's not going to uh show.
Why is this have honor greater than five?
Oh, because it thinks the first one is five.
This code looks like an array and coded as a bunch of if statements, not going to lie. Well, it's a math equation because this is based off of your level and then this is based off of your honor.
So, I couldn't group I can't really group those because they just use different values.
Then this one's just an equation that gets used.
Um, we seen pixel composer looks cool being able to use a full nodebased graph approach to build an asset. No, I haven't seen that.
Pixel composer.
What does it make? Pixel art.
3D 8.
That's kind of cool.
Like it just generates it generates a PGS or for you or something.
I wonder if it it's built into engines.
The only downside with this is like I'd rather have this. I understand the nodebased logic is helpful and people do like that, but I'd rather have this built into my engine if that makes sense. Like I don't really want to generate like 20 frames of this thing. I just want to run it through my node graph live.
It's a cool idea though. I do like stuff like that.
Yeah, I do think it's handy. Two streams in a week. Yep. Just for you.
H.
We actually had to get to 17.
Is this right? Is this the inverse?
Okay.
All right. It's log base 1.5 of of honor divided by five but then plus one.
Why isn't the 5.0 inside of this? Or maybe it can get pulled out.
Sorry. It's just if I s if this was written down, it'd be so much easier to reverse in my head, but current skill points.
Yeah. Does it need to be minus one or no? It would be minus one, but we're adding one to it because we want to get the next uh honor that you need for the skill point.
I wonder if I do just turn this into an array because I feel like this is all just tricky because I have to I'm trying to fit a math function to it.
Maybe Jyn was right all along.
Then I can just set that exactly because it's only um right down on paper. Do you reverse it?
It is. Yeah. Like I think I'm pretty sure this is correct. This is the correct reversal. I just don't know why it's not um I don't know why it's not displaying correctly.
Well, I guess there's two problems because it's showing it never goes back to here because it's showing you have 17 honor and you need to get to 25.
So then if I add um 3 + 5 - 1, if I add 7,000 or seven honor, I don't get a skill point.
If I had a thousand more or one more honor, I'm going to be at 25. But it still doesn't give me a skill point because I'm not above 25 honor.
Then I do one more. Then I get my skill point. And then it goes to the next one.
So I guess it's just a weird thresholding thing.
So maybe it's really not that complicated.
Let me turn on music.
The problem is this is The problem is this is flooring.
When are you vibe coding an overlay that combines YouTube and Twitch chats on stream?
Yeah, that's never happening.
All right.
Let me just think here.
Current honor.
Points from honor.
I think I need to do plus one here.
Wait, no, I don't have to do plus one there. But for the display, this needs to be plus one, I think.
Let's let it reload.
37. We need to do the next honor formula is wrong.
Is it?
Log base is here.
Okay, we can write it down.
Okay, we'll do um SP equals log.
Well, it's confusing because I'm trying to do a log. Uh there's no math function, but the inverse of log is not power, isn't it?
It's exp. Well, this is a power function that does an exponent with the log base and then the other value.
So, it's really like I'm doing um log base 1.5.
This is what the formula is supposed to be. Log base 1.5, which is takes out this part of uh current honor divided by five.
And I think I have a plus one.
So the inverse of that is SP minus one.5 raised to this power * 5 equals current honor.
It's exp.
I don't understand like this is just an exponent function power.
Is there like you're saying go has math.exp function this just does e to the x. This is like a this exp is the same as this as this um e to whatever.
So the base is just set getting set to e for exp for you. Those are the same thing. But I I have a different base. I don't have the Ebase. I have uh base 1.5.
Thank you, Ivan, for the follow.
Appreciate it, man.
H I do think this is right, but I think that there's supposed to be that plus one that I added just because I want it to show one more.
Um like now we need we need to get to 38 and then 38 is going to take us to the next one and give us our skill point. So we should get a skill point. When I hit enter, we get a skill point. This should go to the next one. Yeah, perfect. Okay, we need like we need 19.
Oh, I meant to do one less than what I needed.
Uh 30.
So, we should get one skill point. Uh 1,000. This is one honor. We'll get to 86 honor.
It'll give us one skill point. And this should wrap around.
Oh, I guess because that's the last one.
Okay.
The figures do match game values now.
Yeah.
I think it was just I need this plus one here.
Um, so yeah, this isn't really what what I wanted to work on, but it was something that was buggy last patch, so I do want to fix it. That got reorganized. This got fixed. Okay, fix bug with uh honor and skill point. I'm going to say computation.
computational. What's up, Mitrix? How's it going, buddy?
Okay, let's go to the skill tree now.
Um, I guess I should build, but what I was working on was I was trying to come up with a way to um Okay, let me pitch my idea here for the skill tree.
Here's what I think I'm going to do.
Right now, you have one starting location, and the myth board is used to unlock new skills. What I think I'm going to do is I'm going to do like I'm going to lean more into what Path of Exile does, I think, where uh they have different they have like a triangular quadrant system. I guess quadrant implies four, whatever the threepoint version of that is. But I'm going to have a strength as the top of my or I'll draw it.
I'm going to have a strength section.
I'm going to have a triangle.
um strength, dexterity, willpower and um these sections will be like optimized for like whatever they are right. Uh I guess these need to be perpendicular here. Let me draw my center.
Man, that's like I wish it was just a little I could zoom out a little bit. I cannot.
Anyways, and then um these sections will be like hybrid areas.
And um for the skill tree part, I think it's going to be something like unlocking these unlocks different starting points in the skill tree.
So instead of having one starting point, you would have like ones up. Uh or let me do this.
You would have like one strength focused starting point up here. You'd have uh a willpower focused starting point over here. Uh a dexterity focused starting point over here. And these would be like classes like this would be like ranger.
This would be like barbarian or something or uh I don't know knight or something like that. Will power be like wizard or warlock or something like that. Then I'm going to have like some hybrid ones. um like assassin might fix fit up here in this hybrid section.
But anyways, the myth board will be used to unlock the new starting points and um then the default everyone will start with this default starting point.
So when you build your class, you can kind of start where however you want, but you can only start from one of them probably.
And um every time you respspec, you could pick a different starting point. I think I'm going to do something like this. Uh, I'm probably going to make a lot more skills that are just like flat stat boosting skills. Like right now the skill tree is very uh right now the skill tree has a lot of thing like a lot of these are very basic, but then you've got a lot of things that are like um I don't know, maybe a lot of them are actually pretty basic, but like this one's like with great sword.
I'm going to make a lot more generic ones.
Uh this is a flux capacitor. It may as well be. Also, let's have gaming geom gaming.
But, uh, yeah, I think I'm going to do this. So, we're going to have different starting points that you'll unlock rather than unlocking specific skills.
Um, and, uh, it's going to be less of a grid and more of like a um more more uh empty space between chunks and islands and stuff like that. I think layoutwise, uh, what else?
Like, it's not going to be just one big grid of like boxes. It's going to be like you need to go through like this node here to get to like this island that's over here or something.
Obviously, uh, there's going to be some mistakes along the way. I think I'm going have to redesign it a few times.
Um, and, uh, but yeah, this this is kind of what I have in mind, I think. So, so existing skills will be reorganized based off of those triangles. Yeah, what's going to happen is some skills I think I'm going to get rid of completely. Like, uh, where's the swimming speed? Strong swimmer. I'm probably going to get rid of this. I just think it's too situational.
Uh, so I'm going to get rid of the situational skills and I'm going to try to build things more around like specific builds that people might want to do. So, like if someone wanted to make a poison build, I'll make like a bunch of skills that synergize well for poison or something.
Um, does that make sense?
I think when I first designed this a while ago, I was just like, what could I come up with? And like, but I think things like this are like no one will ever buy this because like you would wear an item that would give you that would give you plus 20 swim speed because there's maybe a dungeon where you need swim speed or something like that, right? But you're not going to waste a skill point on it to permanently have this upgrade on your character. But you might equip like some special boots for it for one run or something, one dungeon, but where you need swim speed?
Does that make sense?
Right now, builds gravitated towards life leeching, which is boring. Yeah, life steal is a really tricky one. Um, it's really hard to it's really hard to f make it not terrible, like so bad that no one uses it, but not make it so good that everybody uses it, right? So, but this stuff will have to get teased out in the balance portion. Um, but I think I need the skill tree there first. Myth board, I'm not 100% sure what I'm going to do with it, but maybe I should decide that.
For the myth board, I almost want to get rid of everything except for unlocking classes.
I know it sounds weird, but What's the biggest deal? How's it going?
But I don't know. I think I'm not going to do the myth board right now. Like in terms of reworking it, I'll do the skill tree first and then the myth will have to be something that comes later on.
Also, that needs to be added as a quest reward.
But I don't know.
I'm doing well.
I enjoyed building the myth board even though it was long. Yeah, I think the problem with the myth board is I think these ones are cool. Like this is something that people would be willing to grind towards is uh unlocking new myths which gives them new skill point node that they can unlock, right? But the other part of it was like what's a way it was kind of like Not that it was the design was caused by this, but to some degree there needs to be things that people spend their honor points on. And this was like a way to do that. So, actually ideas from a few months ago that were for the skill tree and stuff.
Yeah. Here's what I'm thinking I'm going to do. I'm going to make a triangle of different sections and I'm going to make hybrid classes. These will be different starting points that you can purchase through the myth board. So, you'll purchase starting points that give you different openings and then you can build your uh character around those.
I don't remember what I wrote down in uh I can look.
I think it was this one.
Yeah, this is not exactly what I had in mind when I wrote this, but yeah, I guess I haven't really planned for keystone skills that much either.
But yeah, like what I what how I think I'm going to design skills from now on is it's going to be um things that are near a starting point are going to be like basic, simple, and not that beneficial, but like a little boost. And then the further away you get, there's going to be like some very specific like build defining type skills and synergies that I want to design.
Um, obviously this is a lot of work, so I don't know if this is going to be like a one patch thing or a several patch thing, but what's up, Roger? How's it going?
But anyways, I think I'm going to redesign the skill tree first and then uh once we have that in place, maybe the myth board will be more obvious what we want to do with it. So, I do think it's cool to be able to unlock affinities like this that let you max at a higher point.
These ones I don't love these basic ones. It's more of like it was more of like a way to get people started more easily.
Um, but I don't know.
Everything has to kind of all the systems have to kind of come together and work together. So, I don't want to have overlapping uh intentions on things.
And I also want to strip out stuff that I don't really need.
It's just hard to have a myth board where like the only the only purchasable things are like seven different nodes and that's all you can buy.
So, I don't know. We'll see.
We will see.
Anyways, I want to redesign how I define this data because it's kind of um kind of fusing.
Like I want to do it in clusters. I don't have clusters. Then I'll be able to move them around.
And um yeah, let's do um I need to make a function like merge cluster.
Uh I think I'm going to do uh destination source map int skill.kill tree node.
You're going to be my background noise for world building. Lol. I'm trying to work on a D and D campaign. I'm DMing for so I'm not going to talk much. Nice.
That's fun. I played Dungeons and Dragons a few times.
I'm not going to use the copy function here. I'm going to do a I'm going to do a for loop um through all of the source the source map cuz I want to check to make sure I'm not duplicating the ids.
We'll go ahead and put this on a new line. I'm going to add a format here.
and it's K else we will do desk K equals V. So basically just pushes everything into source but we want we don't want to duplicate keys.
Um these are the keys.
So, so how I'm going to think about this, I think, is I'm going to do um is I'm going to do like this is going to be a cluster.
This is going to be a cluster. This is going to be a cluster. And then I want to be able to just move stuff around, move clusters around.
So, that's kind of how I'm designing this.
Do I want to set an offset when I do this? Merge.
Um, yeah. So, we'll just move it with an offset.
So then I can do um merge clusters nodes nomad cluster. I think the center one I'm going to call nomad cluster and the offset will be zero. What did I call it? Merge cluster.
I'll do S.
So then I can set everything off. I can set up everything um relative to the cluster and then I can just offset it with one number right here. Then this nodes one is eventually gets pushed into the tree. So like so what are my different classes called?
I guess I'm just going to call I'm going to call it barbarian for now. Maybe warrior is a better name. Or maybe I just call it Yeah.
Also, how many does this give me? One, two.
All right, we start at the top. 1 2 3 4 5 6 7. So it'll be seven starting points.
So I'm just thinking through how this is how this is all going to work out cuz I can make long lines that connect like a node here to like a node over here if I want to, right?
So, there's potentially some interesting like weird connections you can do.
Um, but we'll see.
Let's group all of these. They're they're like loosely grouped like this paladin assassin. So, we'll go ahead and um we'll go ahead and group them. These actually are all part of the Nomad cluster.
They're all not like you don't have to pay an unlock price to get them.
Let's do Paladin Cluster. We have uh assa the assassin cluster. We have the arabarian barbarian cluster.
We have the warlock cluster summoner and lich. Some cluster glitch cluster.
What else is there? Scout sniper canineer scout cluster sniper canon near. I don't know how to spell that anymore.
Let's just start moving these into the right spots. Oops. That'll be the paladin cluster.
Assassin cluster. We actually have a lot. It's funny. Last patch I was actually going to work on the skill tree. And um I don't I don't remember exactly why I did it, why I switched off of it, but maybe I just didn't feel motivated to work on the skill tree at the time.
And um so I added one assassin skill. What was it? Uh veiled I think.
Summoner lich.
Scout sniper.
I didn't spell it right. I guess I spelled it how I spelled it there.
Okay.
Barbarian cluster.
Warlock cluster.
Summoner cluster.
Okay, let me just I'm going to rebuild here just because we changed a lot.
Minions confirmed. Well, there was always the summoner class. I mean, the um summoner myth that you would pay to unlock, but he really doesn't summon anything, but he summons I think one of his skills, the summoner skills is it's funny that this is behind that.
Like Arcane Friction or uh Arcane Ripple is a summoner I think ability and it technically summons an Arcane Missile.
Let me um I'm gonna be right back. I need to give my cat food because if not, he's going to sit here and bother me the whole time. Give me one second.
There's a little bit of I got some water, too. Got to stay hydrated.
That's water.
Okay.
What are we doing?
Okay, this works.
This merges a lot of our clusters into this one. And then we uh build that skill tree based off of that. Okay, so we have our clusters now.
Um, let's uh separate that. Let's push them out though based off of where they are. Obviously, I think we do have one one or two too many here. So, we'll have to um we'll have to decide what we're keeping and what we're not keeping.
Uh let's see.
Let's do barbarian cluster. The top one zero. We'll just do like 10. So, we'll move all of those up by 10.
This is in terms of like uh Oh, that's way too far.
We'll go up by like I don't know.
Yeah, cuz they're already offset. Oh, that's kind of confusing then.
like they're already offset by this.
I think we do two or we probably want to do four and then subtract two from each of these. So 0 0 1 2.
Thank you for the follow man. Appreciate it. Welcome. Welcome.
Is it not loading?
Grid pause already exist. Oh, I guess I'm overlapping. So, we'll go off by one more.
Sorry.
Okay, it's not loading still.
Hold on. Grin paws already exist.
Barbarian. Did I move the wrong one? Oh, I up there the wrong one.
I updated the paladin cluster.
We want to go minus two or minus one or - two which would get us to one. - two gets us to two - 2 - two. That's one.
Okay. It looks like it reloaded. All right. Perfect. Well, there's the barbarian ones. Uh I'm so torn though.
Like I wonder if I just I wonder if I'm trying to carry over what I already have and the real right solution is just to rebuild it all since we're changing so much.
Like I wonder if I just go through and reorganize it like from scratch.
Not that I have to delete things necessarily, but I could at least comment stuff out and just keep it simpler.
So, we'll do the nomad cluster first, I think, which will be the central part.
Um, ah, it's tricky though because I have gaps now. I have gaps in the numbers and that's kind of a I could renumber the skills, but then it's going to mess up everybody's thing.
But I probably need to wipe everyone's skills anyways this p this next patch.
What's up, Anthony? How do I just do it?
Three. Four. Five. 6 7 8 9 10 11 12 13 14.
So, we'll start with uh this the generalist one though. This will need to change like we'll have to change how this works I think cuz it'll have to be a um it will have to be um maybe this is actually okay.
What I'm going to do though is I'm going to take away the surviv the survival stats. Oh, but then I have these. It's only one each. I'll just leave it.
All right. I guess let's go through each of these. Um I think this one's reasonable cuz it's it's a nice little power boost for your first skill point.
Yeah. And then you go different directions, right? You go straight up for plus three strength.
I might make this two.
Two.
Wait, where's Hardy? This is at Sorry, I'm just trying to make sure I line things up correctly. Um, the problem is there's like different axes, right? There's like strength, dexterity, willpower, but then there's also maybe or this is how I did it before is I had like another triangle of uh like defense uh speed and um what's the other one?
Oh, vitality or these maybe were like more like that.
That's kind of how I did it. But I think these ones I'm just going to scatter around in various areas based off of like what their what sort of build. Like a barbarian might not get a lot of defense, but they might get a lot of vitality.
A paladin area might be more defensive.
I don't know.
Thank you XFC2 for the follow.
Appreciate it, man. Welcome.
So, we'll do that, I think.
Um, but I think the first three I want to have uh plus strength and uh plus dexterity and plus willpower.
So then I guess D I guess uh we could do vitality going downwards.
Resolve is uh plus two willpower.
Finesse plus two dexterity.
Surgical strikes is critical. I think I did this top left, right?
So this is the this is the center plus the center one. Then there's a plus sign. This is the top left. Arms master.
What does this do?
Oh, strength, dexterity, willpower. See, I think that back in the day, um, or I'm just thinking here like this is in the posit this is on the positive. Uh, I should be looking at this like this should be more strength focused. It shouldn't be like a general thing, right? We already did a strength focused one.
trying to think of what this could be.
Maybe I do this actually.
This uh I'm just trying to think. I was thinking I could put this one here and then put Master of Defense there and then put Hardy one more away.
So it's more general coming more general the closer you are.
Then splin strength and then uh this would be resolve and this would be a finesse probably.
I show there's a bonus attack speed somewhere in the skill tree. the dwarfven chain mail isn't the only option or I guess more equipment with it works too. Yeah, attack speed's a tricky one. Um cuz that's that's another thing that like hypers scales with like it just synergizes super well.
So, it's really hard to increase the attack speed without just blowing up builds that and project number of projectiles and uh like master of defense and master of arms are really only used right now as bridge nodes. This strong swimmer. Everybody's probably got that one.
Light four life steal chance.
It's hard though for the for the uh for this section of the skill tree which is kind of supposed it's like supposed to be very general I think. But I still need a way to build in different directions I think.
Um, I also think I'm going to make a um I think I'm going to make a separate weapon class that's kind of an implied weapon class. And I'm going to make uh ranged weapons, strength weapons, and magic weapons as kind of the triangle. So then for things like iron grip where it scales with greatsword, I'm going to change it to with melee weapons.
Master arms are pretty useless since only the one of the stats will affect any given build. Exactly. Yeah, that's the tricky part with ones like this.
But it's not really clear to me like how to make a um I mean I guess I could just do like attack scaling crit scaling ones. Also I think I can have duplicate ideas. Um, let's uh let's just back burner this one. I don't really know if I'm going to use it.
We'll just throw a five here so it goes way up.
Like the master of defense one like does make sense, but I wonder if it's just better to The problem is I have like a plus three one. I have a plus I think I'm going to do thick skin.
Sorry. Because I think I'm going to scale the number of skill points that people get over time. I think it makes sense to reduce make these a little bit less good.
I think vigor is only going to be for health regen.
I just have I think I just have to chop stuff up if I'm going to do more skill points like because of the prestige stuff.
And also people are overpowered right now. So I think this is a pretty good core like circle around the generalist.
Plus five dodge a strong swimmer. we need to get rid of as well.
Where is it?
I'm going to go ahead and just zero six.
I'll just put them all the ones that I'm not sure about up here.
I don't know if people use this very much cuz 5% dodge like really isn't that good.
Um just because the game is about not getting hit. But I also think it's okay to have well like the thing is is if I ever make skills that like pair off of dodging events like if I make um when you successfully dodge you gain like speed or something or you gain health or something like that then it's like then there's synergies that can come from that.
What is this one? 10- CDR. Do people use this?
What do people pretty much build these days? I haven't looked in a while.
Like, what's the meta? Is it just great swords and attack speed?
I don't think people use a long stride.
I only used that when I was making my pure speed build.
Plus two dexterity number two probably or wand. Yeah, wand seem really good.
I think Fleetfoot is one that could maybe fit somewhere.
Oh, people actually use bows. I thought bows were going to be like the least used. Do people ever use soloist? I just like it just feels so specific that like are you really going to make a character around this sort of thing?
This might be a better like we weapon type sort of modifier, you know.
You like soloist.
Okay, I guess I couldn't leave it. You wouldn't be upset if it got reworked.
Yeah. What does it do? I can't remember.
Oh, plus five strength. See, the other thing is like weapons all used to scale with strength when I designed this the skill tree.
Like I'm pretty sure even bows scaled with strength.
Oh, you think encouraging group has a pos? Yeah. Like it's just like it's only for swords, right?
So like there's just a lot of like legacy stuff that I'm realizing is in the skill tree that needs to get kind of cut. I think 10 dash CDR I think this is reasonable. I'm going to put this I'm not sure where I'm going to put it.
Sorry. I'm just uh like I'm just kind of hatching a plan here.
Mana leech of vital leech.
Master of defense.
Never gave hammers a fair shot. I think hammers are probably overpowered as well, but they're also like pretty risky, too. So It's hard because uh there's like a really wide skill distribution for this sort of game where like you can be really bad or you can be really good.
And like some weapons someone who's really bad could just like people who are bad could probably just never use a hammer.
Like I could never use a hammer just cuz I would just get annihilated by monsters. But people who are super good can use them because they just know how to dodge better, right? But then it's so then it's like how do you get people who are really good to use hammers?
But I I do think hammers are probably a little bit overpowered. But it also could be a boss design problem too. Like some bosses probably don't fit well with hammers and then some fit really well.
Do hammers pierce?
I can't dodge at all and I break my desk when I die. I lose progress so it's kind of hard to play the game to be honest.
Yeah. Here's my take. It's both.
What's both?
There's an ability to stun enemies so they can't fire projectiles momentarily.
I could see myself swapping to a hammer for a few seconds.
I think I need to take a pause here and I think I need to implement the uh this fix so we don't use so iron grip is a melee weapon sort of thing.
I wonder how big of a change that's going to be.
Stun is pretty OP. It's hard for me to stun. I mean I know I can stun uh like you can stun monsters with some things.
I think like impact rounds does stunning. I think that's overpowered, too.
the hammer thing.
Let me just do a um peak here. That's fine. That's fine.
This is just skilled tweaking. Okay, let's go to um let's go to this one.
Yeah. So, we have these filters for weapon classes.
I don't really know what to call it. Uh, weapon triangle or something maybe.
One of the things I appreciate Born Again for is how they currently handle debuffs towards bosses compared to most others. What do they do?
Like the more it's burning, the less Burn works or something.
They have an armor system for bosses.
Think of a secondary separate health bar. And when it's depleted, they become vulnerable for a few seconds before recovering the armor.
Hm.
Only two class are able to deal armor damage.
Oh, so they can only tempor only sometimes they can be crowdcontrolled.
Yeah, I mean for Mythfall bosses, I pretty much just don't let bosses get crowdcontrolled.
It's just hard if you have a specific movement pattern that the boss is going to be in.
It's hard to like break that logic if that makes sense.
Bum bum bum.
How do I do this?
I think the actual code to implement easy implemented is easy. It's just uh it it becomes confusing when there's like multiple layers of like weapon class or like you can be a hammer or maybe I just say that like hammers are that's probably the better solution instead of having a separate field just all stabs are magic weapons all bows are ranged weapons all swords are melee weapons I see a Vegas Eagle. What's up, Reinhardt? How's it going?
I guess I still do need to have a definition. It'll just be keyed off of the weapon class.
I just know it's going to be I wonder if it's going to be confusing. Like, if I say with melee weapons, do you think people would know what weapons are melee weapons? Pretty obviously. I died today trying to save a new player. Yeah, I saw that. Sorry, buddy.
But you're uh you're the top now, right?
Yes, that's a W.
Well, so it's like sword is obviously a melee weapon. Bow is obviously a range weapon. Staff is obviously a magic weapon.
As long as weapons have melee on the tool tip.
Yeah, the problem is like the current tool tip is going to be Where's the sword?
weapon, sword, right?
Crossbow, melee.
You know what's going to happen.
I guess I could put like melee weapon.
Interesting that the chests aren't interactable.
Oh, only this is I could do like magic weapon.
What's going to happen to my chests and items? You can still interact with chests. They're just regular like they were before.
You just have to um what's it called? You just can't craft chests anymore. Will be a cannon. It' be a ranged weapon.
Maybe add a new symbol that sits at the top right of the tool tip. Smell red sword, melee, yellow bow, range, blue star. I could do something like that.
Also, instead of putting weapon, I think it's usually obvious when it's a weapon.
I could just say like melee ranged.
I don't know.
web on and weap off.
Okay, I think it makes sense. I think I could definitely do the symbol thing as probably that's probably the best idea.
Um, but I think it's still fine cuz I do think I do need to have two layers. I think it'll just be the layers are decided by the type. So, a sword is going to be is always going to be a melee. Crossbow always ranged. Cannon always ranged.
At least for now, we'll do that.
So, we'll do um um triangle type range.
Actually, I'm not going to call it I'm going to call it group type weapon group.
I guess I'll add the mapping here based off of class. So, I'll do function um group.
Do I just switch? No, I'll do an array.
We'll do um var uh weapon class grouping.
What I really need to do is I need to make a config uh strct.
I think for none I'll just make it a melee.
What is this?
What a weird indentation.
That was because of that.
This is nice because once I break these up, I can start like separating things that are different. Uh um oops. Group type ranged Like there's only one.
Every magic weapon is a staff. So weapon class grouping.
Okay.
Then here instead of weapon class we'll do weapon group.
Hold on. I need to close this. Was that hot hot reloading? Slide cannon is going to be a cannon which is going to be a ranged weapon.
Like all cannons are going to be ranged weapons.
So we'll change to scale with dexterity.
Um so I think how I did it was the cannon part scales with dexterity but the magic part scales with willpower.
Pistols and rifles should they're also cannons. They should scale with uh Do they not scale with dexterity?
Where's a cannon?
Uh rifle bullet.
Yeah. Ranged scaling.
Sorry, I just don't remember the slide can. I don't remember what it scales with.
I don't remember what scales with what.
Which what parts of it scale with what, if that makes sense.
Oh, we need to have a string here for this.
Isn't slide cannon pure will?
Let me look.
Oh yeah, it is magic scaling.
I can change that to range scaling though.
The problem is uh sorry I'm just thinking here the actual projectile doesn't do anything but when it hits it does attack circle with a spell projectile and I think that the explosion part I think doesn't scale at all.
Yeah, disable scaling.
We can make that range scaling. That probably makes more sense.
Okay.
Uh, G group type string string string switch. I'll just do a switch for these cuz this is probably not going to change very much.
Well, the hol scaling. Yeah, the explosion is uh is base stats.
Melee.
Yeah, I know some people say melee, but I think that that sounds weird.
Yeah, the explosion I decided not to scale just cuz it was doing too much damage.
Okay.
Melee is a pet peeve I didn't realize I had until now. Did I write that somewhere?
also with it's this actually. How do you spell it? Now I've lost it.
Oh, it's one L with two E's.
I think the way you pronounce it is Oh, as me.
Yeah, I think it sounds weird.
Melee always sounded better. Yeah. I don't know why.
Do you ever get when you um you say a word so frequently or you read a word so frequently that it looks like foreign to you?
That happens to me a lot.
And then I'll be like, "Is that how you spell it?" Like I just typed this word like 20 times in a row and now I don't know if I'm spelling it right.
Yeah, it happens with programming a bunch cuz you like let's say you have to write the word group. I need to write the word group like 50 times cuz I'm refactoring something and like I just see the word group so much. It's like is it really sp like it just looks so wrong?
Me as a German. Yes, English looks fine to me. I bet I bet it does.
Okay, iron grip. Now we can add a different modifier with and then we'll web uh group melee.
Oh, group type melee.
Okay, now we should be able to build and it should say like with melee weapons five attack speed.
I never get neighbor right. That's a That's kind of a weird one. Neighbor.
Well, it's also not with a U.
Unless you're British, in which case you're banned. I'm just kidding.
It's not with a U, right?
Cuz I think it's this.
Yeah.
My most recent word was idiot. I was stuck on that one for a while.
Oh, I need to add I need to register this.
Oops.
That's for the serializer. I have to register my uh interfaces so they know how to serialize them to the assets.
All right.
Iron grip with melee weapons. Let's just make sure it's working a sword.
Oh my I'm trying to think what the default's going to be. Let me find a different one.
Wait, did it not take him out?
What just happened?
Did they just get deleted?
Oh, I wonder if that was a weird hot reload thing or if it was a bug. Shoot.
Okay.
plus seven. Man, it's tricky though because it should say Oh, it's attack speed. I thought it was strength for some reason. Like that's what I was looking at. Where's attack speed?
Did I not show it?
bonus attack speed.
I'm surprised I don't show that. Well, let's add it, I guess, to the character sheet.
Um, somewhere I have a list of these. Here it is.
We'll put it below bonus damage, I guess. I don't know.
It doesn't really matter where it goes.
Also, I think I'm going to do some filtering. If they're all zero, I just want to show nothing.
Yeah. So, it's weird you get plus five without anything equipped. I think it's because of the fall how the fallbacks work. Um uh like see this if you have class none then uh it gives you melee group. I'm going to do group type none.
That's fine. So we'll do group type none. And then for this we'll do class none will be group type none. So, we have a melee weapon, we have our range weapons, we have our magic weapon, we have none weapon, we have to rebuild, though.
But now I can actually make like a scythe class in like uh you know what I mean? Which will be nice cuz before I couldn't do that because splitting the scythe out of the sword class would just break so many um skills.
Uh oh, my computer's running kind of slow.
which is a big rebuild, I guess. Sorry if it's lagging.
Holy build time.
Uh, I don't know though because I feel like there's so many H Oops.
This is an old item. The game used to be you had to uh do dungeons that got you a key to get do the next dungeon.
Okay, cool. Seems like it's working. We get plus five attack speed when we have it equipped, so that's good.
All right, we added that one.
We added this. We add the register stage. Stage. We fixed this one. And we did change the slide cannon as well.
I should probably make the next patch note so I could note that that uh changed. Um, it's weird. I don't have a file for that. 9 patch notes whatever 11.0MD um slag cannon now scales with uh ranged with dexterity instead of willpower. Okay.
I guess I wonder if I could make weapons that scaled like half dexterity, half willpower or like they scale with the total of your dexterity and willpower or something like that. That's kind of interesting.
But anyways, that's something for the future.
Do I have a V 0.10 10 here. Oops.
Yeah, it's weird. I couldn't find this.
It wasn't in my like recent buffer list for some reason.
Okay.
All right. Let's uh review now.
Okay. So, now we have this. We can actually start uh expanding this. So, I think I'm going to make one with uh with uh plus five bonus attack speed for range weapons and plus five bonus attack speed for magic weapons. Let's add those.
Um, I need a name for these. Let me go to my AI companion here.
Any name suggested for skills that do this, but for ranged and for magic?
Okay, steady draw, eagle eye, hair trigger, I'm going to say quick draw of skill quick Brah and then magic. Um, quick mind.
Gosh, I might call iron focus.
Do I have one that's called something like that? Something focus.
iron.
I'm going to call inner focus.
Okay, cool.
There's a little bit of attack scaling with you.
Also, I do think you know how the the browser version of the game was crashing so frequently and you'd have that red popup. I think I maybe figured out what that was. So, I have a test that's running um where the game's just running for a long time. I'm just curious uh if it'll crash cuz usually crashes after some period of time.
So, it ran Did it run overnight? It ran overnight, but I think did it run overnight? I don't remember.
Yeah, I think it was I think I was corrupting the web assembly memory with with my rendering library and um cuz you have to send data. You have to like overwrite buffers with the triangles to do rendering. And I think I had some um I think I had a bug in there or at least I had like a non-standard way of sending the memory over. So I switched to the standard way. So hopefully that'll fix it.
I should write that in my list too.
Um, potentially fixed the brows the frequent browser crash issue.
All right, there we go. Throw the word potentially in there just so that people can't get mad at me if it uh if it still hasn't brought work. So, yeah, I'm going to comment these ones out.
13 14 15 14 15 skill quick drawgative one.
I actually don't know where that'll go.
Skill inner focus.
I'm just going to throw this throw this here. And uh what I doative -21gative -2 -2 -2 that should work. Should go here and here I think.
Where's Hardy?
I feel like this should go further up here.
Like I need to I need to have some kind of um what's it called?
Like I need to have these need to be kind of rolls a little bit. Like I need to have melee people get more health and more defense just naturally based off the skill tree.
So I think putting defense down here doesn't really make sense. Nor does it make sense to put Hardy down here.
I missed one. 0 1 2 3 4 five.
All right. Six. Ah, shoot. I'll just do um we'll do that.
Oh, grid position already exists. Oh, one -2.
Let's just get these on the board and then we'll There we go.
Okay.
Something crashed. It might have been I don't know. We'll rebuild.
Let me um Uhoh.
Oops.
Index out of range 16 with length 15.
0. One, two, three, four, five, six, seven, eight, nine, 10, 11, 12, 13, 14.
Oh, because I got rid of 15, 16, 17, 18, 19.
cuz the account had already purchased a skill and I um that's why it broke like then I had commented it out that index out.
Um maybe swap uh whole vitality defense region stuff with the throwable part. So the throwables are top left. Swap them with the middle bottom.
Well, I think what I'm going to do is I'm going to put defense and Hardy up here.
Give me one second. I'll be right back.
Yeah.
All right.
I think I'm going to put the Hardy in defense up here. Maybe even vigor. I might put Vigor over here.
Yeah, let's move this up. Uh, so we'll do two and 10.
Wait, what? Why didn't it move? Did I not change it?
03.
Oh, I didn't save.
Yeah, this one I'm unsure of. Uh, those are these are attack speed buffs.
And then you have vital leech, defense master.
This one's up too high.
I'm going to put master of defense here, I think.
I might put it actually over here.
So, we'll go down one with that. This will be two. And then we'll do for the two two uh 0 one two one two.
We'll do two two for this one for Hardy.
Does this work?
I think this section needs to be more um crit.
This section more strength and this section more strength plus health.
Like I think I want to put regen here or something. It just feel I don't know. It feels weird to put all of this stuff right next to each other.
So, it's one up or it's a one, two, two, one for number seven.
We should make a plus speed skill.
Do I not have one? Actually, this is dexterity.
Let's do a plus uh two speed skill.
I don't really know what to call this honestly. Um speedy maybe might do three.
So, we'll do um where do we want to put this? I probably will put it down here. Let's just go -21.
Are you hard co Oh, hand coding everything or is AI involved? I This game is mostly handcoded. I mean, this is like 99.999% handcoded.
Other stuff I have like vibe coded with AI, but I don't I don't really use it for this game.
Okay. Um, so we have kind of like tank builds.
Do I want to put iron grip to the left?
Might have strength.
Cuz what is it? What is iron grip? That's one, two.
I think I want to play quick draw over here or here or something. I think I might put speedy right there. So, move that.
We'll do 20 up by two.
Takes it to one. And then we'll take quick draw and just go um up left one 14.
Um or no, sorry. This is minus one.
Yeah, that's right. - 1 3.
I went the wrong direction. It's going to be minus 2 - one finesse.
Getting two skills for the price of one.
Wait, which one?
Mana leech inner focus. I kind of want to put it here. It feels too close though for attack speed cuz they're kind of too off on all of them except for this one.
One or no one, two, three. One, two, three. I could put it where mandala leech is.
one.
Is there another stat? Where's Hardy?
I wonder if Hardy should go plus two vitality.
If they would overlay, that would be funny. Yeah. Well, I have a I have a check inside to make sure that there's no grid overlaps or ID overlaps.
So hopefully that'll keep me safe, but you never know.
I've had bugged before.
Yeah.
What's up, Dozy? How's it going?
Uh, I need more magic skills and I need more I need more skills in general.
I guess I could start pulling from I could start pulling from the classes and um make those ones make more interesting sorts of builds in those areas maybe.
What would go around here though? cuz I feel like I've got like uh do I have do I have a stat boost for all of them? That's vitality. That's defense, strength. Yeah, we have all of them. And then speed. Then we have attack speed for all of them. And then we have uh yeah, attack speed for all of the parts of the triangle.
And then um welcome back Eagle. Uh yeah, I guess we have a few like dodge inner focus. Where is that? I just wrote it. Oh, here it is. It's with magic weapons. Plus five bonus attack speed, less stomach pain, vulnerability. H.
Do I dare make like glass cannon skills like gain some vulnerability for increased damage?
I guess I do that for um like crown and stuff like that. Does that could do projectile duration. I think glass cannon builds are super dangerous.
Source me.
Let's make a um let's deprecate it.
Let's make the uh let's make one for projectile duration. I don't know if this works though, dude. Dude, this needs to be rewritten for the new stats.
Imagine homing arrows.
It has a lot of stats.
What's up, Swampy? Yeah, this is a game I'm making called Mythfall.
It's a pretty big code base at this point.
Yeah, I don't know if this works cuz there's nothing in here. Yeah, there's no way this works because there's no hooks to it.
There's no even a ray stat for it.
Unless I have an array stat for Hold on.
I don't even have an array stat for it.
The problem is I have some uh like some weap like just the projectile paths are sometimes determined by duration. They're also sometimes determined by like distance.
So that I think that just needs to be fixed. Yeah, unfortunately.
Let's see what else we have, though.
Projectile bounce also doesn't work.
Infinite pierce. I don't really want to make a skill for that unless it's a super specific skill.
Projectile damage, dash distance, mana steal. We have that actually. We have a lot of these first ones.
Dash count. Could I do a plus one dash count skill?
like super far left. Maybe that's kind of make bone mask viable on non- dexterity classes.
The problem is it would be like a very deck focused skill.
We could add let's add mana regen cuz we have um what's it called?
We have one that's called vigor.
Do I have one called clarity already?
We'll do clarity.
That'll be uh that when I just condense these into their own uh subs skill trees. I maybe don't understand exactly what you mean by that.
This will be um 21.
Um this will be zero on the Y and then two X.
Removing management from Victor. Not a bad idea. Yeah. I mean the thing is is that that there's going to be more skill points people are going to have access to because of the prestige change. And also I think there's going to be other ways of getting more skill points. So uh I think it's I'm going to have more focused individual skills.
The means instead of uh an interconnecting one have four individual trees branching off.
Yeah. So this is the uh this is one cluster for this one starting point. But what's going to happen is there is going to end up being um before it was one big cluster. There's a lot more skills that are kind of hidden away that I commented out, but like went out to here. Maybe there's like 30 or something like that.
But I'm changing it to do this. Now, there's going to be seven starting points. One in the middle, which is the one we're doing now. So, we're building that one up. And um there's different like axes that they're going to scale on. There's the strength axis. There's the willpower axis. There's the dexterity axis. There's going to be hybrid anchor points as well. And uh these are going to have their own clusters and there's going to be some interconnectedness between the clusters and then maybe little mini clusters in between them and stuff like that. That's my plan right now.
So, it's going to be multiple like trees, but it's all going to be one big tree if that makes sense.
like based off of like if you start over here, if you start your account over here, you're not going to be able to get like a skill that's over here, if that makes sense, just cuz it's like too far away.
Or if you can get to it, you're going to be burning it through like a lot of like travel skills just to like carry you to the other side to get this other skill to like combine two. So that's my idea.
Mana leech. Um, I want to put inner focus here. I think 12 and six need to flip.
Okay.
Is stealth considered as a skill too?
There's a skill from the last patch that has stealth.
I can't remember what it's called. It's an assassin skill. Veiled. It gives you 20 stealth.
So, right now, what I want to do is I just want to go through and make like general skills for the general cluster.
These are mostly going to be like um power scaling skills, if that makes sense. This is like because the first the first time someone plays, they might not want to be interacting with skills that are like whenever you dash, spawn an arcane missile, right? I think that those would be more advanced kind of builds. And I think I'm going to have those offloaded to like the outer ring area, the specific builds, but I want to have like specific builds I come up with, right? So, right now we're just doing the middle part, which is going to be kind of just generic things.
Dash count. I could maybe do dash count.
Oh, it's like Arcana. I don't know what Arcana is. Is that Is that a game?
It's like Path of Exile. I think Path of Exile does something like this.
I haven't heard of Arcana before, though.
Health regen, man regen, life steal, life steal, mana steal, poison chance.
bonus projectile chance. I could add those. Those are like proficiencies.
Are you just starting with uh main pillars? Melee ranged magic. Yeah, those are the three main pillars.
Would some of these be class locked?
Yeah, there's another um arcana at least in the D&D knowledge of magic. Oh yeah, like there's another um it's called the myth board and on that you unlock these different starting points.
That's what it'll be.
That isn't how it works right now, but that's what I'm moving it towards.
Yeah, I mean I feel like I can I can add stuff like poison chance, burn chance.
The problem is that there's also weapons that have that. So, But I think at the very least like um how I'm thinking about it is I think there's going to be like general skills that are just like plus some stat and then the further outer rings I want to have skills that are like plus something for like B for like for something else.
So like um this could be like deal two extra damage to burning monsters or something like that, right? And then that synergizes with some other skill that lets you like increase your burn.
Like I want my skills to like build up that way, I think. So right now we're I think we're just going to be building the baseline stuff. So I think it's okay then to make things like poison chance and burn chance and uh what's the other one?
Oh, thorns. I could have that actually.
That's a pretty good one.
Oh, I can do luck.
Does this work?
I'm waiting for more thorns content. The problem with thorns though is like you have to get hit for it to work.
I can there's actually an interesting potential where uh maybe your thorns damage like crits if you dodge or something like that on hit.
You could do like um extra bonus thorns damage when you extra bonus thorns damage when you dodge or block or something.
Um, luck works by uh I don't know how much of mythall you've played, but there's ascensions you can do which increase your luck and luck just gives you extra boss rolls basically. That's how it works right now.
Oh, bleed chance. That's the other one.
There's also burn reduction, bleed reduction, uh, poison reduction. So, let's do these.
Let me just make a list of the ones I want to do.
Uh, and we'll do stealth skill as well.
Pull from assassin. I think we're going to bleed poison bleed. And then there's um um weapon group.
I might make an extra skill plus five per weapon group. I might make a general plus five and then a plus five per skill, I think.
Explosive dash. These are like custom, very custom ones. Attack speed bonus. We did demonic dance, dancing tempo, wraith form, battle frenzy, burn chance, bleed chance, burn chance, and um size bonus. This is such a funny one because it just incre It decreases the size of your hitbox.
Poison chance.
What if there's a standard elemental reduction effect? I know some games usually do that, though. So they're marginally small small in acc uh do that though they're marginally small in aspects to focused forms.
Yeah, I did have a I have a note somewhere in my damage file about something like that.
Is it in here?
Yeah, I was going to have like damage types like maybe damage type magic, melee, ranged. I could do something like that. I was also maybe doing like elemental like you do elementals.
The thing though is uh it's only beneficial if it uh increases like the build design space. Like I just need I need more of a locked in loaded like like uh it's a balance. I think I think that it would be I think it would make sense to have like three types and you could have resistances to the three types like magic, melee, ranged, but I think doing full elementals just makes it too complicated cuz it's like you stumble upon a boss who's like does a lot of uh psychic damage or something like that.
Then like you don't have a psychic damage armor, so it's really hard now, you know?
So, but yeah, these ones, the poison, the reduction ones, these ones are for status effect reduction.
I thought it was for all. Take no damage for x% chance.
No, it's like a flat reduction.
It just it like it just really widens the design space and it really widens the build space, too. And I don't know if I really want to go that wide just yet. So, I kind of opted for not doing it yet.
Oh, we did thorns. We had thorns as well. Did I skip some?
There's just so many stats. It's hard to uh We could also put the um the ones that give you bonus percent chance uh bonus projectile chance per weapon group.
Bind chance. Don't do bind. I feel like that's too powerful.
Okay. And this is a good starting point.
Uh I just feel like nobody's going to use these.
Like people might use these ones, but like I don't know who's going to spend a skill point on burn reduction.
Yeah, that's the tough part. It's like uh some things are just too they're too u minor at least not willingly. Yeah, that's I'll just I'll put these along the way when you connect some hybrid things, I guess. I don't know.
It's just such a It's such a um you guys seem to underestimate sweats.
I think it would make The problem is I think it would make more We are the sweats. I think it would make more sense if there was more things that did poison, bleed, and burn.
The problem is just that not many things do it.
We'll back we'll back burner those ones.
Okay.
I think people would take these ones though.
Are these just too good though?
Is this Art Linux? Yeah, I use Art Linux by the way.
H luck. We can definitely do. Bonus projectiles. We can definitely do.
I'm just trying to think. Um, no, this is Patrick.
I like you. Uh, it just works. Okay.
Thanks for the follow. Appreciate it.
I just feel like you just like pay one skill point and now every single weapon you attack with does bleed chance.
So, I feel like it it has to be really weak.
Like has to be like 1%.
Also, I don't think people are going to do stealth either.
Let's add the ones that we can that we know that we'll have like thorns. Would people even do thorns though? I don't know.
How did How did I code thorns?
Oh, when you get hit, you just deal seven back, I think.
One thing I'll change is to make inflame into bleed five.
Oh, that was a code from what?
Just imagine buying all three of these though. I guess I can spread them out though.
But also, this is pretty good, too.
Team Fortress 2 video on some guy trying to change everything into a status effect weapon.
All right, let's do the crit one and then we'll do the other ones. I think let's do surgical strikes. We will leave surgical strikes, but I'm going to do one that's um uh for weapon group.
H I need names for this. Uh hold on.
I don't know. Then we'll do um I need names for these skills. Oops.
Let's see.
Surgical strikes. Maybe surgical strikes should be the melee one.
This one's for ranged fatal. Ah, fatal shot.
Um, pinpoint accuracy.
I'm going to call this one critical strikes h I'll call it surgical strikes. I think that that's fine. And then this one will be called um the problem is it's hard to like uh I want to call it something blade. I don't know. I don't know yet.
I'm going say take vicious vic vicious vicious. This is pinpoint accuracy.
That's for the bow. That's her range weapon.
Vicious. Uh vicious slice.
Oops.
I might call this one vicious.
And I'm going to call this one uh surgical strikes.
Of course, I forget the space every time.
That'll be the melee one.
This is also a status effect called vicious, so it kind of fits a little bit.
So, it's percent critical five. Surgical strikes is plus percent critical five with melee weapons skill surgical.
Oh, and then this one's got to be renamed. This one's for magic.
Um um um do you use evil mode in here or what?
No, I use the regular old regular old one.
Whatever the normal mode's called. The nonieval mode. I just started with Emacs. I never really learned them.
Tui. Why not terminate? I got to read these code.
Terminate. That could work maybe.
I think vicious works for this one.
Surgical strikes I like for that one. I just need one for magic.
Um, Overlord, Cataclysm.
Overload.
I mean, Malice call it Eldrich Malice.
Eldrich with a P.
Eldrich Malice.
Okay, I think that works.
Skins are always a favorite of mine.
Yeah, it's always tricky. Um cuz like I don't want to do something that I might use for something else. Like overload might be a good skill for something else, you know?
So we have vicious, surgical strikes, Eldrich Malice, and Pinpoint Accuracy. I think those kind of uh I think those make sense.
This one's going to be vicious.
And then uh we'll add the other ones.
So, we'll do like 20 22 skill surgical strikes.
Oops.
And then we'll do um skill L.
And then we have skill pinpoint accuracy.
All right. Where are we putting these puppies?
Surgical or vicious is here.
Um, so I'm just thinking of how I'm going to tee these off. I think I'm going to put it here for the magic one. So that's on the X's. One, two, three.
Eldrich Malice will go there. Surgical strikes.
I might put off of Hardy. I might actually put it up here.
The problem is I I I kind of need it to be near here. here. I might need to be it to be over here actually because uh uh do I cuz this is like the assassin sort of area. This is like going towards the assassin section of like fast melee with low defense. So we'll put it here. We'll do X negative one one two.
Then pinpoint accuracy. I might just go straight down. Maybe here or something.
Yeah, we'll do negative one and then minus two.
We Let's see how that looks.
Maybe I should just add all of the nodes and then factor them in because I wonder if what's going to happen is I'm just going to be uh like adding these and being like, "Oh, now I have more room so I don't have to tack them on to like the next section, you know?
Maybe I just do that then and not worry about where how they lay out right now.
Yeah, I'm going to do that. Let's just go ahead. We're just going to throw them all in then cuz we have a bunch we need to add and I want it to fill out how I want it to fill out. I don't want to like like the only reason these ones are next to this one is because that's like the next moving out potion or portion. So, okay. So, we'll do the projectile chance per now.
Um, this is actually these skills already exist. So, I'm going to go ahead and just reuse those. I think though I don't know where they are. It's called like um prof uh proficiency.
Yeah, bow proficiency.
This was set as like the scout class though, so it's going to be moved bow.
Um, this is a really maybe what I do because the other thing I needed to think of is also keystones and um I think I could make some of these skills that are better and just make them more expensive and make them like a keystone. Make them more expensive in terms of how you need to reach them.
So like the burn or like uh not burn but like a good status effect adding skill can just be a hard to get skill. I think that just makes sense.
I'm going to go ahead and just go to general. I'm going to move all of these over here. I'm just going to throw them at the bottom.
Um, proficiency, bow proficiency, cannon proficiency.
I might just leave this one.
Oh, I had one for every single thing.
Great sword. I also had sword.
Do I want to do it that way? No, I don't.
I'm going to take the sword proficiency out.
What's the other one? Wand proficiency.
It's probably called staff proficiency.
Yeah.
Thank you, Laz, for the follow.
Appreciate it, man. Welcome.
I might rename these, but for now I think that's fine.
Okay, so it's then 25 26 27.
It's going to be um bow proficiency.
Aren't I in this? Yeah. Okay.
No, sorry. It's going to be um melee proficiency. I'm sorry. Is the skill tree node an internal graph? Yeah, the skill tree node isn't an internal graph, but the skill tree node is just a description of like what each node is.
And then um so I'm defining a node here if that makes sense. So it's like what's the name, what's the icon text, what's the icon, what's the scale of the icon.
Then this is like the modifier. That's like the meat of it. And this is like uh if they are using a bow class weapon, then add this stat to the character.
they get projectile chance, bonus projectile chance plus 15. And then in terms of what the data structure looks like for uh the actual graph is like it literally is just a graph. It's this skill tree type and it has a root node.
This has to get changed cuz I have multiple starting points. Right now there's only one starting point. So uh yeah, and then it's just a list of nodes and these are indexed by the uh integer that goes into this array if that makes sense. And then every node knows what children it connects to. So um so yeah and they have like their position and stuff. So this is used to draw the lines and also know how to reach other nodes.
And this is just the the value inside of here is just the index into this array. Right? So, but for in terms of the this sort of this is old skills in terms of this one, I um I cheat a little bit cuz I don't like specify the children here. You can see I just specify their position and then I have a function that runs over every single position and makes every other one around it a child of it. So everything in the cross, every neighbor is just a child of every other neighbor. And that then that turns it into like a little bit of a grid. So you can just like walk the grid and if I put one here, that one becomes unlockable because I've reached this one.
So yeah, but as you can see, if I put like a gap here, then I can make gaps.
So it's a good way to make like clusters of ones that all connect and then I can make a gap and I can manually place a line to connect this one to that one or something.
So melee ranged magic proficiency.
So, I need to specify the position for these ones.
I'm just going to do like uh 55 56 57.
This is a filter weapon class. This filter weapon group ranged proficiency. I might copy paste this because it's already formatted correctly and I just needed to replace ranged with melee and magic.
Um, melee.
Sorry, melee.
Okay.
Okay, that should work, I think. So, we have these three. Those are the new ones.
Um, all right, that's done. Now, let's do thorns next.
I'll just grab this.
Ah, I don't know. I don't know what to call it yet.
Stat type thorns.
I'll do I'm going to do nine.
Oh, I just had an idea for another skill on thorns on hit or Yeah, if you proc thorns thorns then also give them like five seconds of bleed or something.
I like that.
Sorry, we're working on the baselines of skills and then we're going to add these more interesting skills on top of it.
Some of which I already have, but yeah, I'm going to do seven.
I need a name for this one.
This will be 28.
We'll do six. Uh, five.
Barbed armor. Spiked carropus.
I don't know if I'm saying that word right. Retaliation. Razorhide. I like razor hide.
Maybe I don't actually.
I might call it BR I might call it Bramble Shield cuz I like this name, but I like it for this idea I just came up with.
Razor Tide.
So, we'll do uh let me look at the other names.
barbed armor, bramble shield, and I'm gonna make it more like magic defense sort of paladin combo.
It'll be the same thing. It's just um just in terms of how we can locate it on the skill tree.
Um, that was thorns.
The luck stat I think I need to look into really quickly. I just need to double check that it works for non ascension sort of situations.
Yeah, I think we just look at this and we say, "Yeah, luck bonus from the modifiers."
So, it should just work. There's nothing special to it.
This will probably be in the dexterity area.
I like how I'm replacing like one lucky looter.
This is 10% chance for another boss roll. I think that's good.
I think that's balanced.
What is balanced though? You know, uh I'm just going to do seven. I'll do 65 or something. I know 66 cuz this can't be on the same position.
These ones are have to be These ones are have to be super good.
I'm going to add these ones. Let me pull the assassin one.
This is veiled.
Oops.
I don't That's the thing though. I don't think anybody's going to buy this one either.
Oops.
30 failed 67.
Um, okay, that'll be stealth. And then we'll do the defensive reduction ones.
At least we'll add them and we'll have to see how they lay out. It's just tricky because like people don't want to spend points on this sort of stuff, but like not like the other thing is not every skill can be like a banger, you know? Or maybe they can and I'm just like uh and I just need to like work harder. I don't know.
Unless I make it like very reducing so that it makes something way easier if that makes sense.
Like if I did like plus five burn reduction, I think people would probably purchase that.
But if it's like if it's like one, people aren't going to buy that.
The problem I think there's two things.
It's like the more situational it is, the less valuable it is. And then the more like to make it on par with other skills, if it's a super situational skill, it just needs to be really good.
Like the swim speed one, people might buy it if it was a strong swimmer. I mean, people might buy it if there was a dungeon that was like underwater.
It just locks the character kind of in.
It's just a very situational skill, I guess. I don't know.
Maybe you should pick like five or 10 spells per pillar type and be super to be super endgame awesome.
Yeah, like I definitely want to have a lot of very interesting things. I just don't I'm just torn on things like this like burn reduction, bleed reduction, poison reduction. On one hand, they like add a little bit to the they add a little bit to the decision-making process, but I almost like I just don't know if they're so bad that it's just not even worth it or like they're almost like a trap.
But I don't know. I could also see somebody who like has a lot of trouble with Ignarok or not Ignarok with um with the uh what's that set piece called? the dwarven uh setpiece or like the lava biome like they run into lava a bunch or they don't want to run into lava they don't want to care about running into lava so I make burn reduction like 100% or something like that you know volcanic guardian that's what it's What about combining all three but having to choose in time how much to activate? Yeah, that's just too uh that's just too much coding work, I think.
and we'll add H.
No, I don't know, man. Cuz I also think that I almost feel like it's a better stat as like it's a better stat for it's a better stat to have on items.
because of how situational it is.
All right, we'll think about these ones, but I think these other ones we can add.
What I do for these proficiencies? I think I did 15. I'm going to do 10.
All right.
Veiled to replace with I'm going to make this a one.
I'm make it a two.
At least a start.
32 33 bleed burn chance poison chance.
All right, I need to get art for these as well.
At least that's six or nine more skills we have.
Also, I think I can I don't know.
I'm going to add back strong. I think I'm going to add these back. I'm just going to make them.
I'm just going to make them last.
like required if that makes sense.
Is it crazy? I've coded this in command line. Wait, what do you mean command line?
This just emacs.
Like I think fleet foot's kind of cool.
Like dash cool down. I think that makes sense. I think strong swimmer makes sense if I make the swim speed like 50 or 100 or something like that.
How does this scale though?
Like I wonder when I do uh like you're going to be moving faster in water. That's kind of interesting actually. I'll leave it. Whatever. We'll do 70 cuz there's boots that make you swim faster. So I wonder if you could pair those together. You end up swimming faster than you can run. You're becoming Aquaman.
Arms Master. I don't really know what to do with this one.
Like it's not a very good one, but it's also not like terrible.
The other thing is I could do like uh raw might gives you plus two strength, but I could add another skill that gives you plus four and make it further away.
But I also have I also have the ability to do like I have some of those like defensive conversion ones where it's like take a percentage of this skill.
Though that stuff I do need to iron out a little bit so it's clearer how it works because that's something that's super confusing to people.
Here's my notes to myself. I think you're trying to make every skill way too interesting. I think you have interesting ones already. You can probably dump some useless skills, the two situational ones. Fix the logic for the skills that scale as a percentage of other skills so it's more clear what is going on.
or explain them better.
Add more general skills. Maybe add more general weapon class. Yeah, I did this one already.
And we've added more general skills, I think.
The problem is these ones, the problem I have with these ones is it's not that they're bad, it's that they're super bad. They're super situational and that they um that they uh they don't pair well. Like they don't there's nothing you can build on top of burn reduction. It's not like I can say like well when you take damage and you have the burn status effect but you have burn reduction of 100% then like heal for the remaining burn damage.
I guess maybe I could do that.
That have to be another skill that it pairs with probably.
But then people just run in the lava to get burned damage to heal. So, it's kind of like I don't know.
If you absorb enough burn, you do more crit.
Actually, that is kind of interesting.
And I could definitely do that, couldn't I? You absorb your burn damage and sorry, let me think of this. You absorb your burn damage and you could like deal it back.
or it like h I'm just thinking sorry you burn back you your back burns you get a sunburn on your back you absorb the burn damage and you need to take an aloe plant because your back has a sunburn now because of the burn damage the burn damage gets converted to a sunburn on your back And the aloe plant is what heals you for 2x as much.
How's that sound?
I'm sorry. I'm just being a I'm just being a doofus.
You can make it so it's a trade-off. By taking the perk, you get increased X, but take increased X.
Yeah, I have a few ideas for things like that. Like more glass cannon builds where you can sacrifice defense for damage and stuff. I I'm kind of considering those like tier two where it's like this builds on top of that.
And then tier three is going to be like this tier in terms of like skill complexity. Tier three, I think, is going to be like when you do this action, this other action can happen.
Yeah. Uh so we'll do um with burn, bleed, poison reduction.
If you take status effect damage, it builds up um like a meter.
Okay. Like I'm fine I'm fine making skills that are not super great, but they have to pair. They have to like build into something if that makes sense.
So, uh, we'll add these ones.
I wonder if I can copy paste all three of these and replace the word chance with reduction.
Chance. Reduction.
34.
Burn chance.
Poison chance.
Lead chance.
Oops. I just want to delete one of those.
The Arms Master one. I don't know what to do with this one. I think long stride I'm probably going to dump.
So, I think soloist I'm going to add back though.
I was just uh sorry, hold on. Um yeah, I was discussing Diablo Styles the other day and you always have a minmax path regardless of what the devs put in skill trees.
Oh, sure. like it always is going to get meta analyzed and there's going to be a meta that people build, but I do think that there is people who are just starting the game aren't really looking at the meta that much.
>> Also, I I haven't played Diablo that much, but I think in Diablo, it's a lot harder to reset your skill points.
Whereas in Mythfall, it's very easy to reset your skill points. Like, you just die and your skill points are reset. So, it's super easy. No, I mean like uh you can prestige and just reset your skill points and maybe there'll be other ways in the future to make it easy as well.
So um you get to like try things but also the meta comes out of people trying things. So like people have to try stuff to discover the meta to then build that build, you know.
So, there is always a minmax path, but it's interesting to like a it's interesting to find and b new players aren't super concerned with it cuz they're just kind of like exploring and like learning stuff. So, uh, okay, let me do this. Burn chance is going to be 85, 86, 87, 95.
97.
We do a full rebuild.
Okay, cool. So, we have quite a few skills now we can build this center cluster out with.
Uh, also I think some of these are going to come back into the cluster as well. But let me be uh right back. I'm going to go to the bathroom and uh then we'll keep working. Give me one second.
Oh, all right.
All right. What were we doing this one?
I don't know what to do about Master of Arms. Gain plus one arm.
Um X% damage for all melee weapons.
Like plus X% damage.
Doesn't that feel the same though as just giving people strength?
Like cuz melee weapons scale at a percentage.
I guess it's slightly different because strength scales per weapon. It's different.
Whereas this would scale like I could do a flat damage addition.
What's up pukes? How's it going?
One thing that would be nice is if I could just drag these around, like drag these around and move them, but I don't really know if I want to spend time coding all of that.
It would make it way easier to organize this stuff, though.
Sorry, I don't have a bot in here.
Today, we're working on the skill tree.
The skill tree reworks. So, we we added a lot of new skills and we're kind of like rebuilding this. So, maybe should just stick with plus number over percent if most of their skills are just plus number.
Plus number over percent.
Oh, like plus four rather than plus 4%.
Yeah, I mean some of them are percentages. Um, some of the stats are just percentages. You're always getting plus some stat. Like critical chance is a percentage.
So, you're getting plus 5% critical chance.
No, you're good.
I'm going to put soloist.
I want to put soloist below resolve bonus.
Oh, projectile damage.
We'll do um plus five plus four projectile damage when uh I'll do plus four when you're by yourself.
And then I want to move it to This might be too close. I want to put it here, I think.
One, two. One, two.
I might put vicious down here.
Five. So this will be uh this will go to 0gative one.
What's skill tree?
Skill. It's just a I'm making a video game and uh this is just the skill tree for the video game.
What do we have here? Lucky. This needs to go around here, I think.
I'm gonna put it I might put it here actually 0 -2 for lucky which is number 29.
29.
And then we'll try to lay out stuff as best we can in one pass. And then we'll just start swapping stuff.
It is weird though because I added all of these like poison chance, burn chance, but I did have like cursed steel as a skill before and that was basically poison chance with a specific weapon type.
So I wonder if I should do it that way as well.
Obviously these need names as uh too stealth 30. This can go to me. Put that here. 30 will go to -11.
Ramble shield. This is going to need to go around this area. What is this?
I might put it up here. Actually, we'll do one, two, three, and one.
with a bramble shield. 28.
These are obviously good skills as well.
like strong swimmer. I'm going to put down here negative 22 which is 17.
I'm going to put long stride over here.
I think just like out of the way like just cuz it's I already have one.
Uh 18 is going to be negative31.
Master of arms. I'm genuinely not really sure what to do. Uh need to make an editor for this. Yeah, I was just mentioning that it's just kind of a pain to code up a whole new application just to drag and drop these boxes.
I wonder if I can have AI make an editor for me. But it also sucks because just of how I define stuff in code.
Like this is very this is a very condensed way to define everything.
within editor. I'm like locked into this needs an ID now and I don't know Yeah, I guess it would be way easier to just like drag and drop things around.
Also, if if this thing gets bigger and bigger, then this is going to be a pain.
I think laying them out would be And then uh will fake dying at the black magic guide give you a prestige point?
No.
Laying out's easy. Uh sorry buddy.
The problem is that uh deciding how to draw lines is a little bit painful.
Like if they're neighbors, then I always draw a line. But the editor would have to generate this stuff. It's just a lot of data to generate.
And I could store it as like a JSON file or something. I don't know.
I mean, I guess truly it wouldn't be that hard to build a custo like a little editor that just does this rendering.
I don't know. I'll have to think about it.
I think melee proficion can go above above this which would be 1 2 3 Four and zero. What's that? 25.
Range proficiency. I might put here.
Oops, I had the wrong axis.
I think that's correct.
That's too high. Zero. Oh, no. Zero.
One, two, three. It's on three.
I still don't know what to do with this one though. Master of Arms.
is pregnancy implemented.
Yes.
That was the first feature that I added.
Poison chance.
Oh, I added four of these.
I did.
So how I got them in different orders?
Oh, it's a gap now. Shoot.
Um, one, two, three.
I want to put master of arms.
I'm going to put Master of Arms here.
What type of game is it? It's a online bullet hell game. negative 1 one for 16.
I'm going to remove willpower.
I'm going to make it two and two.
Um what was the other veiled 30?
This I'm going to put uh one more vicious.
I like that fill out better.
I'm going to put bleed chance over here, I think.
I might add Mona Leash here, but I also feel like I should do another H like this one fits because it's like the combination of dexterity and strength, but I don't really have that like sort of synergy with uh magic, I think.
Other than putting like another magic one here, I think vital leech is too good. I'm going to put mono leech there.
I think one negative one for 12.
Oops. Then we'll put bleed up here. Maybe 36.
One, two, three, four, five. One, two, three. And then up two.
for 36.
Are you not get overwhelmed by the codebase size? Yeah, I mean I think if you um put things in package and you stay packages and you stay like relatively organized, then usually things don't um mess up other things.
And as soon as you have like layers for things, like my rendering library solves the rendering stuff, then you kind of don't really ever have to uh I don't have to write rendering code anymore cuz the renderer already just works, you know? It's like it's kind of like out of your mind now.
And then if you make things config driven, then uh that helps a lot. You just basically have strrus of all of the things that you could possibly want to change. And uh Go isn't the best language for this for modeling wise because they don't have some types. But um like this just lets you define exactly what the thing is and then the engine side just manages it if that makes sense. So it's not like I have code for this. I have generic code that works for this sort of object. And then I can just configure this object however I want to.
And for the most part it just kind of works.
Bleed chance. Um, I think poison chance I'm gonna do over here.
One, two, three, and then negative one.
I'll put burn chance like down here or something. I don't know.
We want negative one. One, two, negative 1. Then 1 2 3 For reductions, I'm just going to do five, five, five.
Bleed reduction, poison reduction.
So, we'll do um I'll come up with names after this. It's uh the names don't matter all that much as long as it's laid out fine.
Yeah, I might make an editor for this.
It'll probably just be a couple hours of work and it'll just make it so much easier to drag and drop stuff around.
It's just hard cuz it's like, well, now I might want to put these like more inside. And it's just a pain, you know. So, I might vibe coat it later though.
Um, I think this is a pretty good start. And we have three more that'll get filled out as well.
any web tool you could use to generate some JSON and parse that. I'm probably just going to vibe code like a little renderer to like render this thing like pass it the function that renders this and say like hey I want this but like do this make it a single application and like write to a JSON file or something.
I don't know though.
cuz it's like some it's something that doesn't matter. It's just like I want it to like work really quickly or I I could probably build it directly into my current editor. I probably will do it that way. I'll probably just have the editor open up whatever file this is going to be stored inside of and then uh display it, but make it editable.
So, and everything's just grid aligned. So, it's not like it's a very complicated problem, right? It's just a map of nodes pretty much. Um, the only tricky part is like identifying them, you know, like you need a way that says like I need to add a new node like add node blah blah blah, right? It's like that sort of stuff is just like painful cuz everything's got to be registered now.
Um, rather than how I do it now where it's like, okay, I just have this strct which has this stuff. Instead, I have to register all of my skill nodes and then have like a lookup drop down that says like add node blah blah blah or whatever. I don't know.
Or if I want to turn some node into another node. It's just like little things like that are kind of annoying.
But I just don't really want to program it myself.
Um, but I'll I'll usually do that stuff when I'm um I usually that stuff when I'm just doing other things like watching TV or something like this is a good start towards what we're trying to get towards. So, um, I'm going to go ahead and make a commit here, though.
Um, I mean, it's not that hard to register.
Like, just add a function that registers skills to an ID and then have a drop down. I don't think it'll be that tricky. Um, and I think it'll just save me so much time in terms of design time because like most of the time I spend is like me just staring at this thing and thinking like, well, like I need to move this here and then that'll move there.
And it's just so much easier to just move stuff around. So, I'll probably do that later. But, I think I'm going to end stream here and uh chill for a bit and then I'll probably I'm not going to vibe code on stream because it's too uh I should start using Git for my project. You definitely should.
and use GitHub. GitHub gives you free repositories, so it's kind of like a no-brainer almost.
GitLab might give it to you, too. I know there's some problems with GitHub recently, so people might switch over, but or rather I've seen people starting to switch over, but I think this is a good start. I need to also get art together, all the artwork symbols together for all this stuff as well.
But, uh, red X's are good enough for me right now. I don't really care to see what the symbol is.
Just having the text is really all I care about. So, all right, that'll be the end of the stream, everybody today. Uh, thank you all for stopping in for this little Friday stream that we had. But I hope everyone has a good Memorial Day this weekend. And, uh, stay safe, have fun, but not too much fun.
All right, I'll see you guys later. Have a good one.
Bye-bye.
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