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Thread: Spells help

  1. #1

    Default Spells help

    Ok now im having some trouble designing spells.
    Orgininally i tried just back an object with a sprite and abit of a fancy effect as a spell but that didnt really work to well. So now im trying to make some kind of template but thats not really working out to well either

    So now i ask you the great knowlagable developers of game.dev how i can make some kinds of nice spells :)

  2. #2

    Default

    might be a bit slow but particle effects?

    or have you already tried that?

  3. #3

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    Im trying to work out the code part before i work on the graphics...

  4. #4
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

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    Quote Originally Posted by Karuji View Post
    Ok now im having some trouble designing spells.
    Orgininally i tried just back an object with a sprite and abit of a fancy effect as a spell but that didnt really work to well. So now im trying to make some kind of template but thats not really working out to well either

    So now i ask you the great knowlagable developers of game.dev how i can make some kinds of nice spells :)
    ... I'm having a lot of trouble understanding what it is you want to do.

    More information please. Explain what this is for and what you want to have happen with these spells.

    -D

  5. #5

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    Ah sorry dis . . .
    Ok basicly im having trouble making spells in gamer, i stated some random things i tried but they were no help.

    So now if you can point me in the ight direction to make spells it would help :)

  6. #6
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

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    Quote Originally Posted by Karuji View Post
    Ah sorry dis . . .
    Ok basicly im having trouble making spells in gamer, i stated some random things i tried but they were no help.

    So now if you can point me in the ight direction to make spells it would help :)
    I still have no information to go on here...

    You want to make spells in a game. You want advice on how to do that. OK, here goes:
    1) Write a game.
    2) Come up with spell concepts in the context of your game.
    3) Add those spells to your game.
    4) Make more sense when asking for help.

    At least tell me what kind of goddamn game it is! What do you want to have happen in the game and how are these spells supposed to work? There is no damn way you're going to get anyone here to spoon-feed you custom code to do exactly what you want - BECAUSE NOBODY HAS A CLUE WHAT IT IS YOU ACTUALLY WANT!

    -D

  7. #7

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    he wants help on a spell engine something like you did for your genetics in ex vitro
    dis, he wants to be able to have a spell system that allows coupling of various spell effects to make spells
    and for these spells to work in the world similar to say morrowinds spell system
    (translation not guaranteed and open to correction)

    could also be he wants theory on generic objects in this case spells that
    get properties defining their behaviour.(what I said at the top but possibly more understandable)

  8. #8
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

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    Quote Originally Posted by SkinkLizzard View Post
    he wants help on a spell engine something like you did for your genetics in ex vitro
    dis, he wants to be able to have a spell system that allows coupling of various spell effects to make spells
    and for these spells to work in the world similar to say morrowinds spell system
    (translation not guaranteed and open to correction)

    could also be he wants theory on generic objects in this case spells that
    get properties defining their behaviour.(what I said at the top but possibly more understandable)
    Ah, ok, now we've got something to start from... There are a few really nice things that GM can do regarding modular/procedural objects. I outlined most of them in the code for Ex-Vitro, which can be downloaded in my prototypes thread.

    The best thing to do is figure out a general system for how spells interact with the world and then break that down into logical components that you can mix and match. For example, you might decide that objects in your world have hit points, which means that spells can affect those hit points - immediately you have healing and damage options and modules: Direct damage, damage over time, damage while in area, damaged health stolen to you, etc. Each one of those can be drilled down and explored more to give you even more module ideas... The key is coming up with a coherent set of basic systems that will make up your whole world.

    -D

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