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Imagine Nations is a sandbox game that defies genres by allowing you to play the game using the features that interest your play style the most. Once you’ve created your character, you are dropped into a voxel universe (think games like Minecraft and Cube World) that will let you do as you please, for better or for worse. The center of Imagine Nations is the various cultures that can be found on planets throughout the universe. You begin in one of these towns, with a culture that looks similar to yourself. These cultures act with or without your input, growing from humble beginnings as hunter-gatherers to massive empires spanning a galaxy filled with space-age technologies. You are free to support the towns directly through various means, or let it grow naturally.

Post news Report RSS Imagine Nations Stats and Skills Preview

We would like everyone to learn how we are planning to handle these systems within Imagine Nations. This post will focus on one of the newer systems being implemented into the game in preparation for the early access launch.

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We would like everyone to learn how we are planning to handle these systems within Imagine Nations. Any and all feedback is appreciated as we continue to refine the system and answer any questions you may have. Below is a preview of the first of three posts. The links to the full posts are at the end. Enjoy!


Stats And Skills

This post will focus on one of the newer systems being implemented into the game in preparation for the early access launch. We will go in depth on the conceptualized stats and skills we are aiming to move forward with. Prior to hooking this entire system in, we would love to get input from our backers on whether its a good approach.

First, some programmer art (we will have the more finalized graphics as soon as the art team completes them, so bear with my wonderful *cough* art skills):

Stats

Stats View

The above view is the initial projection of all stats available for all entities (player and otherwise) and how they would be presented on a character screen. The overall process of character generation involves creating a character (or the system spawning one) at mean values (currently some range around 50). From there, stats are adjusted only from skill usage, with each skill having primary/secondary stats associated with it. The above graphic found in the character screen would expand from the middle outwards showing progression in each stat and an easy to read format, while highlighting the primary stat (say Body) would show the values of each secondary stat inside it for those that need specific data. The above example would predominantly be someone that has focused on combat, particularly melee.

The stats system, from a design standpoint, is broken down as follows (direct from the design document):

  • Body

    • The core wellness of the entity
      • Strength
        • Measure of physical strength.
      • Dexterity
        • Measure of agility and flexibility
      • Endurance
        • Measure of the ability of the entity to persevere through physically demanding tasks.
  • Mind

    • The overall intellect of the entity
      • Learning
        • The ability to acquire new knowledge and to refine existing knowledge.
      • Perception
        • The ability to see patterns and connections around the entity.
      • Willpower
        • The ability to endure mentally challenging tasks.
  • Spirit

    • The vitality of the entity
      • Presence
        • The ability to convey a person’s bearing, especially when it commands respectful attention.
      • Charisma
        • The ability to assess the mood of people and to influence their mood.
      • Faith
        • The ability to look beyond present circumstances to see a positive outcome. This also represents a tolerance to failure.

Continue on with the series by reading the links below.


– The Imagine Nations Team

A pre-alpha build went out to the backers recently. You can purchase the game for just $15.00 on our website and gain access to this and future builds.

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