All posts by utilitron

Update 8/21/2015

The past week has been a bit slow, progress wise. I have been working on making better particle effects, and procrastinating on a big change to the spell casting system, So, last night, I sat down and refactored the casting system so it will be easier to add in the cast delay associated with each spell. I also laid down the groundwork for displaying the words of power when a spell is cast.

Currently working on:

  • Poison/Cure
  • Words of power
  • Reworking the particles

Update 8/15/2015

Change log:

  • Removed Mana Bolt
  • Removed Arcane Blast
  •  Added Mana Blast
  • Added Heal
  • Implemented DirectEffect Spell system
  • Began Implementing AreaEffect Spell system

After a lot of consideration I have decided to stick closer to the UO spell system model I had outlined, and scrapped the model from the card game. Most of the stuff from the card game model would really only work if it was turn based.

What does this mean? I am dropping the 4 spell school and going with 1 set of spells all players will have access to. Additionally I will implement 3 skills: Magic Resist, Magic Amplification, and Magic Intensity. They will be able to be set between 0 and 100 point. With a maximum of 200 points between them. This, hopefully, will allow players to modify the way their character is played. As well as provide a balancing system.

Currently working on:

  • Implementing a delay for DirectEffect spells
  • Adding more spells

Update 8/13/2015

MageDuels 8-15-2015

Change log:

  •  Added Mana Bolt
  •  Added Mana Blast
  •  Added Arcane Blast
  • Began implementing new casting system/key binds

 

I messed something up last night when implementing the new casting system. For some reason it works fine on the host player, but fails to instantiate the projectile on the remote player.

Also, it seems to be using the latest data from the server for the direction of projectile spells which at times is out of sync so aiming isn’t working the way I’d hope.

Trying to work out if the spell system should be based on the card game model I worked out previously (with spells requiring certain stat points to be able to cast) or If I should go with a modified version of the Ultima Online system (with skill points allocated across spell modifiers). I think the UO system felt more balanced, and the stat system worked better when it was a requirement for the cards. Could always use a card like system later if I go with a freemium model and have spells drop randomly (steam inventory?) and trade able… But I really don’t want “pay to win”. Rather have a skins workshop and only allow cosmetic stuff to be dropped/traded.

Todo:

  • New casting system/key binds
  • Hp to Mp
  • Hurl rock