Actually I think I can go on Right now..
Here is what I was thinking for the UI of Stat points
Okay, right now, I'm thinking that Spell upgrades should be entirely separate from Normal attack and armor.
Altho it doesn't mean we can't have spells that enhances our Normal attack.
Summons (summoner zlings and ultras, and engineer stuff) can have separate or same depending on what we want later on....
Here's something I've drafted up
So on the top would be Icons showing Weapons and Armor upgrades. Icons can be clicked to upgrade them
On the bottom left are the spells (They can be grayed if player does not have it yet. It is okay to let them read tooltip if they choose to)
What I'm proposing is that the boxes A and B represent different Upgrades for the spell.
For example, for Light Mage's L2, Box A can be Damage, while Box B can be Range or AoE or whatever.
The green bar would be a progress bar, where we'll have to decide a max upgrade for each of them. A simple representation of them leveling up is better than telling them the numbers behind it IMO.
Obviously, some spells will only have 1 thing to upgrade, like Assassin's Shadow Step's Only possible upgradable thing would be Range.
Remember that everything here is bought with
Minerals, Making resource management important.
Also, this is just something I've thought about. Could be cool to try but probably hard to balance.
It's entirely possible that having 2 upgrades for 1 spell is too much.
This is just something that I want to get out there for you guys to ponder about.
The only thing that I'm worried about for this system is that Stat points become useless. Altho if we are able to polish Spawn Count and Spawn level well enough, it can become a late game thing.
BTW, how are we to increase Spawn Count and Spawn level (or are we gonna drop it?)
None.