Hello you wonderful deviants,I wanted to discuss how temporary buffs/debuffs or consumables will work.So, one thing I am personally not a fan of is when consumables or buffs give an arbitrary number like you get (200 extra Attack, or heal for 500 health) It can make things seem redundant very quickly when you get later on in the game, or just means you need too many variants of these consumables to accommodate the differing stat scenarios based on later game builds.So it is nothing revolutionary, but I plan to make anything that is a consumable or anything that provides a temporary buff or debuff percentage based. So a health potion that heals 10%, or a potion that grants 5% extra Defense is always going to have the same effect essentially regardless of where you are in the game.
But wont that mean there is going to be really limited potion types?Yes, and No - For example if we take Health, you may have the ability to make or trade for a 5% potion, a 10% potion and a 20% potion in area 1 - to do so you would need the resources and flora found in the first area. Come the second area, those flora will no longer be available, so you would need to source new materials, as the local Alchemist would not be interested or as familiar with flora of a different area to craft potions. On top of this, from a progression perspective of different potions, there may be a better potion you can acquire that does a 30% heal, and then 50% etc as you progress to later areas.So, yes there wont be a heap of different potions in that sense, but each area will require new resources and materials to access them (I am also currently working on some additional details to how you will access potions/potion variants - just haven't ironed out all the details to comment on just yet.)Finally, I mentioned Playtest 005A - The reason I mention this is that Playtest 005A will be about test common consumables.I hope to have this playtest available at the end of April, early May