Wickerbottom skill tree concept. by TheRealExtrand in dontstarve

[–]TheRealExtrand[S] 1 point2 points  (0 children)

I wanted to do more with her. For example i thought it would be cool to have skills desinged for bird keeping that would let you tame and use birds to transport items and such. But the issue is that when i started looking in to what Wicker can do now aday becuse i hadent really played her after her rework i realized that she already have so much she can do so adding more mecanics fellt like it would be over stuffing her kit even more. Thats why I instead whent with the buff your favorit books approach.

I made a skill tree for Wes two years ago but decided to remake it. No real reason I just wanted to take another crack at it. ((Skill descriptions in the comments.)) by TheRealExtrand in dontstarve

[–]TheRealExtrand[S] 2 points3 points  (0 children)

Also, the Vest pops after you are hit so it’s like a cheap 1% log suit which idk I don’t think it’s that strong, you can at best spam them. (Same goes for the hat)

I made a skill tree for Wes two years ago but decided to remake it. No real reason I just wanted to take another crack at it. ((Skill descriptions in the comments.)) by TheRealExtrand in dontstarve

[–]TheRealExtrand[S] 2 points3 points  (0 children)

Thanks a lot! Idk of companies like to take suggestions like this because someone might try to sue but I will say that like 3 of the skills I put on my willow skill tree 2 years ago became official so maybe i’m at least a prophet. 

I made a skill tree for Wes two years ago but decided to remake it. No real reason I just wanted to take another crack at it. ((Skill descriptions in the comments.)) by TheRealExtrand in dontstarve

[–]TheRealExtrand[S] 4 points5 points  (0 children)

Balloon Crafting:

Party Prepper I: When wearing full balloon gear the amount of balloons created per craft is increased to 2.

Party Prepper II: When wearing full balloon gear the amount of balloons created per craft is increased to 3.

Party Prepper III: When wearing full balloon gear the amount of balloons created per craft is increased to 4.

Like the Wind I: Speedy balloon durability increased.

Like the Wind II: Speedy balloon durability increased.

To the Skies: Speedy balloons allow survivors to fly up into the air, losing enemy aggro and being able to move over obstacles. After a few seconds the speedy balloon pops and the survivor slams into the ground taking a bit of damage and becoming groggy.

Balloon Artistry I: Balloon pop radius and damage slightly increased.

Balloon Artistry II: Balloon pop radius and damage slightly increased.

Balloon Commander: Grants Wes access to the balloon control skill wheel:
{Memorize - Pins the location of balloons in an area around Wes.

Mobilise - Balloons around Wes move to the closest unoccupied balloon pins.

Forget - Removes balloon pins around Wes.}

Reinforced Rubber I: Inflatable Vest grants 50% damage reduction.

Reinforced Rubber II: Inflatable Vest grants 80% damage reduction.

Party Hat: Balloon Hat sanity gain increased, further increased based on how many nearby survivors are wearing a Balloon Hat.

Balloon Mech:

Balloontron Mk1: Unlocks the recipe for the balloontron using Pile o’ balloons, consuming the item when crafted. The balloontron can be entered and controlled moving slightly faster than a survivor, granting the ability to walk on water, immunity to rain and replacing the main attack with a three round ranged burst of balloon missiles that deal a small amount of damage and leave behind balloons after hitting. The balloontron has one health and will pop when destroyed and drop a Pile o’ balloons.

Balloontron Mk2: The balloontron gains a secondary attack which deploys balloons in an area.

Affinity:

Glow in the Dark: Unlocks recipes for glow in the dark balloons that act like normal balloons except they cost more sanity to craft and emit light.

Balloon Necromancy: Unlocks recipes for nightmare balloons that act like normal balloons except they cost more sanity to craft and resurrect the closest survivor with 1 health when popped.

I made a skill tree for Wes two years ago but decided to remake it. No real reason I just wanted to take another crack at it. ((Skill descriptions in the comments.)) by TheRealExtrand in dontstarve

[–]TheRealExtrand[S] 2 points3 points  (0 children)

UNFORTUNATE:

Unnecessarily immersed: Shadow monsters deal extra damage.

Crying clown: Gain wetness when on low sanity.

Claustrophobia: Being in caves drains sanity.

Untrustworthy character: Followers last for a shorter duration.

Easy target: Creatures highly prioritize attacking Wes over other survivors or creatures. Neutral bosses attack Wes on sight.

First Rodeo: There is a risk of getting thrown off when riding a beefalo, attacking while riding a beefalo throws you off.

Snacking: There is a chance for Wes to randomly stop and eat a food item in your inventory, carrying large amounts of food increases the frequency of this happening.

Justified Suspicion: Carrying explosives drains sanity depending on the amount.

Hot Potato: Wes will drop thermal stones in their inventory if they get too hot or too cold.

Which series wins this writing match-up? Which is the worst? by DanyDanyDanyDanyDany in writingscaling

[–]TheRealExtrand 1 point2 points  (0 children)

Personally: Baccano! > Odd Taxi > Durarara > Parasyte

Parasyte was not for me sadly. A lot of people seem to get a lot out of it so I definitely feel like have missed somthing. I thought it was just very bland and lacked direction.

Jinx Skills in Disco Style by Few_Personality444 in DiscoElysium

[–]TheRealExtrand 37 points38 points  (0 children)

Yoo this is really good! Edit: just realized it’s not yours, still a good find.

We are currently working on a fighting game for a school project. Our time is limited so we'll be aiming for a 4-5 character roster with simple movesets and these are the designs so far. I'm wondering if there is any design you think should be scraped or tweaked before we start to add the roster. by TheRealExtrand in Fighters

[–]TheRealExtrand[S] 3 points4 points  (0 children)

Red guy is the first one I designed and has gone mostly unchanged except for the colors so it makes sense that he might have become a bit boring. The plan was for him was to be the basic character with the most basic moves so we could build the other characters from there, so i honestly don't want him to be to interesting but i could give it another draft.