Now, I know how to remove EXP from a game to make things more linear. My question is a little tougher than that.
I want to put in a system (for lack of a better term, we'll use Heroism for now) that creates a different way to "level". So, for every monster you kill you gain x Heroism, and when your Heroism level hits certain criteria certain bonuses are given (max HP, stats, etc). However, that's the most basic aspect of what I want to achieve. I was hoping to create a branching system with this system, so certain kills/actions get you stats in a different Heroism tab. Basically what would happen is that players would be creating their own class, based on how they play the game (fighting a lot of undead creatures would give you a path towards a Paladin class, whereas picking locks and stealing from others would create a thief).
I don't think I need a script for this, but I'm not sure how I would go about it. And if I DO in fact, need a script, I'll need to know that too.
I want to put in a system (for lack of a better term, we'll use Heroism for now) that creates a different way to "level". So, for every monster you kill you gain x Heroism, and when your Heroism level hits certain criteria certain bonuses are given (max HP, stats, etc). However, that's the most basic aspect of what I want to achieve. I was hoping to create a branching system with this system, so certain kills/actions get you stats in a different Heroism tab. Basically what would happen is that players would be creating their own class, based on how they play the game (fighting a lot of undead creatures would give you a path towards a Paladin class, whereas picking locks and stealing from others would create a thief).
I don't think I need a script for this, but I'm not sure how I would go about it. And if I DO in fact, need a script, I'll need to know that too.