Magic without the spells...
As for control, perhaps use the mouse movements to control? If the player clicks on water and then quickly drags the mouse towards his enemies, a powerful ball of water shots towards the enemies. If he instead clicks on the water, and just moves the mouse in front of the player, a wall of water springs up to protect the player.
Anyway, hope you decide to do something with this idea, I would love to play a game with this kind of magic.
My concern was more with the shape and style of the current manipulation. I am thinking that the f1 through f12 will be the best way, where f1 is something simple like "concentrated mass", f2 is "spray", f3 is "shroud", all the way up to f12, which is "wall" or something like that, and as you use an element more and more, these unlock.
Do you like this system? I think the issue with the mouse based system is it would not be as fast as I would like. My thinking with the f1 through f12 system is that as the style becomes more powerful (wall is more powerful than spray, for example), it would require more of the element, which may not be available at the time. For example, if you can only carry 10 gallons on you in your magic container, and a wall would require 15 gallons, than you can't cast it.
Thoughts?
Thanks for the responses!
Cool idea. If you wanted to create a ball of water / fire / whatever, you could have the player move the mouse in small circles around the source ( pond, torch, whatever ) dragging in more of the element and then throw it. This way you could set it up to allow higher level players to make bigger or stronger balls. If a novice tried it, it could just fall apart in their face. You could use the left mouse button to specify a projectile and the right mouse button to specify a more defensive option, like a wall.
If you haven't already seen it, check out this show called "Airbender: The Last Avatar" I think its on Nickelodeon. The magic users in the show do something similar to what you are describing here. It could make for some good research / inspiration.
It sounds like a great idea. You could even have it set up so you could combine elements, like water and air to make an ice wall, or something.
However, if you mean that F1-F12 will control how dense the water is, I think that's a good idea. F1 will make the water scatter and produce a spray, and F12 will make the water really dense and produce hard balls of water. But if you meant that the keys will do different things, I think that would be too hard to use. If you for example meant that F1 creates a spray, F2 creates a ball, etc, it feels like it would be hard to memorize what the keys do.
Too bad that you can't measure how hard a mouse button is pressed, that would have made it easier [smile]. But I don't really know how to solve this, just trying to share some ideas.
A fire ball would work the same way where you click in front of you but quickly moving the mouse away from your character and releasing the mouse button will "throw" the fire. But becarful if you are under ground and extinquish the last torch for this spell, everone will be left in the dark.
Of course objects in the way of the closest source of water like a wall would dramaticly affect how fast the water would arrive at its intended destination. So in the case of a pond being 10 feet to your right but with a wall in the way and a pond 20 feet to your left, you could still do the drag from pond idea.
Even if you have an instentanous creation of elemnt effect (create water, fire, etc) still make the power of creating it and/or how long till it actually appears based on how close/near the nearest item of that element is. I.e. creating fire next to a fire place should be easy, but in the middle of an ocean it should be a bit harder.
My particular approach would be the combination of elements. For example, you mentioned a jug the player could summon water out of to manipulate. What if the player wanted the water to be thicker? Well the player could pick up some dirt (say from the floor) and combine it with the water in the jug to make mud which is thicker, and then use it to create a wall. This is essentially a basic form of alchemy combined with telekenesis. At this point, all you'd have to do is think of the possible spell combinations the player could make out of the objects and elements available in the room.
The best controls as I see them:
Control character with point-and-click system (right button)
Aquiring a source element to use in your spells:
- once you want to use an element left click on it (without moving mouse too much); show player he currently manipulate the element - let's say fire from a candle. Posibilities - icon or effects over/round him, some icon in interface, some manifestation from element source (so can easily recognize his source of power)
Casting a spell:
- draw "spell rune" on the ground keeping left button pressed. On release analyze shape, size and orientation to determine spell type. Shape perfection will have an impact on spell efficacy (more dmg, duration etc).
Example:
- drawing a narrow angle with apex at your character position will generate a fire blast filling the angle. If wider it will do less damage (keep the same total damage).
- draw a echilateral triangle and you will cast some armor (make templates)
- draw a echilateral triangle on a target and you will cast ignite on it
- use your imagination :)
Another topic to consider is the nature of source element. For example manipulating fire from a candle will generate weaker spells than manipulating fire from a fire camp or a vulcano. Of course your character specialization or certain skills may improve over this, you may have spells that generate element.
This is an easy to learn system, each player plays at his own dexterity level. Items can affect the above variables. Beware to balace spells so even low dexterity people can cast the general ones (specials are for those who improve).
Let's see where this analyse goes...
Best wishes,
Cod.
PS: people like templates ;)