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Home Game Design Prototype Tactics: Class Charts

Prototype Tactics: Class Charts

Published on 2013-10-03, by in Game Design.

So now that we have more or less figured out the stats we want to use we can make charts. Yay charts!

Since we’re working in unity and setup our tables properly these are super easy to populate. Plus we can still make changes to the tables and the graphs will adjust automatically. I’m by no means a charts and graph making expert, but these simple line charts should suffice since we simply want to compare units side by side.

So we have graphs…and their pretty….now what? Well we could measure the gaps between certain traits and the cost line (which I should have changed to black and bold to help differentiate) to help steer design direction.

What I mean is look at the Knight graph and then look at the Mage or Thief graph. See how the Knight’s stats follow a similar course and smaller gap to the cost line compared to the Mage and Thief. (Of course this is completely expected from the numbers… the graphs are just there to help you visualize it and look for oddities really) What these gaps tell us in terms of Design though is that we should be giving the bulk of our abilities to these classes. It also means to make these classes stand out and remain useful we will have to make sure their abilities are better than the Knights. Well that is if we’re trying to make a balanced game where people want lots of different units and not just a game where the dominant strategy is to field as many Knights as possible.

Of course we have to remember the things these graphs don’t show us… such as range and AOE attacks. The Archer’s HP might not be low enough compared to having the ability to shoot from afar. 70 HP for 100 cost doesn’t seem high compared to our Soldier who is 100:100. But compare that to the Knight, the Knight only has 110, and he doesn’t get to attack from afar. The graphs don’t tell us that for sure, but it helps us visualize effects in game so we know what to look out for and what to adjust. Without the graph we might test Archers and say “wow their too good, let’s tone them down” and adjust their damage output. With the graph however it’s easier to see that maybe the problem is their HP are too high. Just a thought, an opinion, something I picked up looking at the graphs and thought was worth sharing.

Classes Charts:

Soldier Graph

Archer GraphThief GraphKnight GraphBarbarian GraphPaladin GraphPriest GraphMage Graph


What’s next?

Now that we have our stats, our charts and a decent amount of abilities I want to take these abstract “things” and begin making more formal Characters out of them, giving them a story and a background and then customize their abilities to match. By the way if this order of doing things seems backwards to you, making stats, mechanics and features before making Story and Characters you might want to check out my video where I explain different methods of where to start.


Bud Leiser

Game Designer

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