This makes me think of Arcanum (will be released 20th of August).
You had technology guys, and magical guys.
You also had technological affinity, and magical affinity.
High tech means that you can use guns, but can''t use magic. Also, magic will often fail near you.
High magic means that you can cast spells, but makes it near impossible to fire a gun, and actually hit something (something you are aiming at ). But, bullets tend to loose accuracy near you. Spells don''t, unfortunatly
It''s a wonderfull system...
An idea for a magic system (sorta long)
quote: Original post by Ronin_54
It''s a wonderfull system...
How can you be sure?
"It tastes like burning..."
August 11, 2001 03:44 PM
Hey all!
I didnt read all the replies but one thing about combos:
First of all, 30 totally unique spells are a BIG number. I mean, Fireball, Meteor storm, Stone shards, Ice storm, Tsunami, etc, are just different names for most common offensive spell. So I think that 15-20 spells is a maximum. Anyway, you don''t really need to design 30 (or 20)^2 spells, just have a neat system that combines the effects. I won''t go into examples, as I don''t have the time now.
Also on the Elements/Runes system. Let''s go back to charges and combos. Imagine you want to cast a spell at an enemy. You click the enemy, click a Rune (say Offensive), click the Element (say Wind), then click the same element several times or click another element. That way you can have an attacking spell, delivering custom elemental damage, ie 2 Fire, 2 Wind, 1 Earth, which is 5 charges.
I suppose you already get where I''m trying to get. The same can be applied on combos...
Hm... time is running out, later guys!
ps: I cannot login, but it''s me
Boby Dimitrov
boby@shararagames.com
Sharara Games Team
I didnt read all the replies but one thing about combos:
quote: If there are 30 unique spells in the game - which isn''t a WHOLE lot, but is probably an acceptable number - and you can combine any two spells together, there are 900 (30^2) possible combinations. Making up 930 different spells would be tedious, to say the least. A good way around this would be to program code that takes two spells and generates some kind of a mix between the two, but the result runs a high risk of seeming very mechanical, and it would be extremely difficult to program it so that it generated appropriate graphics as well.
First of all, 30 totally unique spells are a BIG number. I mean, Fireball, Meteor storm, Stone shards, Ice storm, Tsunami, etc, are just different names for most common offensive spell. So I think that 15-20 spells is a maximum. Anyway, you don''t really need to design 30 (or 20)^2 spells, just have a neat system that combines the effects. I won''t go into examples, as I don''t have the time now.
Also on the Elements/Runes system. Let''s go back to charges and combos. Imagine you want to cast a spell at an enemy. You click the enemy, click a Rune (say Offensive), click the Element (say Wind), then click the same element several times or click another element. That way you can have an attacking spell, delivering custom elemental damage, ie 2 Fire, 2 Wind, 1 Earth, which is 5 charges.
I suppose you already get where I''m trying to get. The same can be applied on combos...
Hm... time is running out, later guys!
ps: I cannot login, but it''s me
Boby Dimitrov
boby@shararagames.com
Sharara Games Team
This topic is closed to new replies.
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