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Talk about game mechanics, What we have, and what has changed in terms of Character Classes

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Good morning and welcome to another devlog!

DAWN 630x500 Prancheta 1

In the initial phase of programming the idea was to have many classes of characters with many specifics, for example:
-Atk - magic damage / spell accuracy (poisoning / slow /...)
-Res - magic defense / spell resistance
-Luck - crit rate/chance to trigger bonus effects
-Spd - back order and cycles
-Acc - chance to hit
-Movement - quantity of available squares in the grid to walk each turn
-Critical rate - chance of achieving a critical hit
-Critical damage - damage done by a critical hit
-Crit res - resistance to critical damage, etc...
Regarding the specifics of each class, it was reduced by half.

The class system was divided into 3 tiers and a special one that can only be obtained by a character with such a class throughout the game.

Presentation pdf e mais 2 pgin

Reference: Classes Graph by Hugo Garelha

We decided to reduce the scope for now and we have 5 classes. Which instead of being called Soldier, Archer, Thief, Mage and Sage. We have:
•Fighter: Specializes in close combat and deals more damage with melee weapons. Lower damage with guns.
•Soldier: Specializes in Ranged weapons and bonus to ammo. Less movement than other units.
•Guerrilla Fighter: Specializes in mobility and quick damage. Less Defense and Health
•Paramedic: Specializes in Healing and supporting the party, giving bonuses on healing items. Weaker to damage.
•Chemesty (specialized in “magic” debuff, poison, slow etc…)

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