Quote:Original post by DarkHorizon Rather than trying to apply a whimsical "do anything" system with your magic, instead try to think of the magic system in terms of features of a game that enable magic-wielding players to alter the physical properties of objects (with the added flash for visual effect). |
Yes, any magic system in a game is ultimately limited by what can be effected in that game world.
If all you can do is apply damage to monster, then you magic system is limited to how much damage you can do to that monster.
It is pointless to make a complex magic system if you can't use it to do many things.
So far, all I have seen in this magic system that can be effected is Shape, Damage type and Damage strength. That is not much really.
What you are looking for is a magic system that can describe any spell, but all your spells are is: Do this
type of damage
amount to this
target(s).
So all you need is runes for Type, Amount and Targets. The number of runes in each category is dependent on the granularity you have in each.
So if you have 5 different types of damage, then you need 5 different runes (or rune patterns).
What you need to so is look at what properties of the world (and entities in it) you want magic to be able to manipulate. For instance, what if you could effect the position of an object, or maybe the forces it experiences. How about the colour of an object, or the shape of it.
Instead of having "fire damage" have objects react to temperature and then allow magic to alter that property. Then you could have an object that "burns" if it gets too hot and this increases the temperature of nearby objects (and destroys itself). If these nearby object also have this behaviour, then you can set alight say a book, and the whole library goes up in smoke (if the behaviour of the object says to create a smoke like particle effect :D ).
Any magic system you develop has to based on what properties of the world and object in it can be modified. This is what must first be defined before you can start talking about how many runes are needed, or what shape they will be.
You need to develop a kind of "physics". Although, I am not talking about rigid body physics, or anything like that (well, ok, a bit). What I am talking about is that objects (and the world) need to have properties, those properties need to be able to be changed by you magic system, and the object (and world) need to react to those changes.
Can the object combust, change their location, colour movement, etc. Can they change state, can water turn to ice, or to steam? What happens when water turns to steam, or something heats up enough to combust? You need to give the objects behaviours for how the properties are changed. It is these behaviours, the reactions of the object to change in their properties, that I mean when I say "physics".
Without these "physics" of magic, any magic system you create will never be all that complex, not enough to warrant the development of a complex encoding system.