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Jon Alma Monkey-Butler
Joined: 09 May 2005 Posts: 50 Location: The Sunny South of France
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Posted: Mon Nov 19, 2007 9:52 am Post subject: Casting Spells |
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I've been busy recently implementing the magic system in my game. It's a rune based system where each spell is defined by three runes...
Rune 1 - Determines the 'element' (fire, ice, earth, air and ... eh .. spirit).
Rune 2 - Determines the strength of the spell (with five levels)
Rune 3 - Determines the target for the spell (self, self over a period of time, target, target over a period of time, special)
As an aside the runes used also influence the spell effects (i.e. the textures used by the particle engine, the number of particles and the particle flows).
Anyway this little system gives me up to 125 (5 x 5 x 5) spell combinations. As I see it I have two options for using spells,
Option 1 - The player can create a spell (or have it created by an NPC) in advance (and only once) and then use it instantaneously whenever needed (select a spell and click the mouse each time it should be used).
Option 2 - Each time the player wants to use a spell he/she needs to select the runes. Currently this would be achieved by using the keys 1 to 5 with for example a low strength fireball spell requiring the player to tap 1 1 1 to prepare the spell ready for use (the mouse button launching the spell).
Now weapon combat is in real time with attack or defensive moves requiring just one mouse click. As a result if I base a magic system on option two then magic is going to be slower than weapon combat. However, I don't necessarily see this as a problem as,
- I don't actually see casting spells as being an instantaneous action, but I also see the effects of one spell being stronger than the effects of one weapon strike.
- Combat becomes all about closing with the enemy, while magic with its lower rate of attack possibly becomes a question of standing off from the enemy. Quite handy as I don't have any ranged weapons (at least not yet).
- Selecting the runes as needed means that the player can adapt the spells used to the conditions and the process of changing between spells might actually be more fluid.
- It will be possible to enchant objects or create scrolls so pre-cast spells will be possible to a certain extent.
Getting this to work needs some good user interface design to avoid things getting too cumbersome and there is probably a lot of play balancing to do (not least in trying out different numbers of runes to keep everything managable in real-time for a typical player).
Anyway, that's my take on this - any suggestions or ideas would be welcome before I get too deep into the coding.
Cheers,
Jon. _________________ Legends from the Lost Realms
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Mon Nov 19, 2007 4:22 pm Post subject: |
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I think that's a quite nice system :-)
But I'm thinking, it's quite clear what I would choose for element and target, that's down to what I want to achieve and the type of enemy I guess, but the strength seems a bit.. well.. I'd probably go for the highest strength all the time :D
I'd probably prefer a system where strength is handled automatically (based on your level or stats or whatever, getting better over time) and instead you replace the strength choice with movement (or whatever) meaning you could have the spell move forcefully straight at the enemy, or circle around him, engulfing him, or hit from straight above etc... Would make it more of an interesting choice, and should work nicely with your particle effects as well :-) _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Mon Nov 19, 2007 7:17 pm Post subject: |
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Hmm, reminds me a lot of the spell system in Eternal Darkness: Sanity's Requiem. That game used the same rune system (though with a couple differences; adding more 'power' runes increased the power instead of runes with higher power levels), although the number of runes varied-- throughout the game you got larger and larger 'spell circles,' rings with more slots around the edge for runes. The first one was just 3, then 5, then 7. Casting also required you to remain immobile while the spell was cast; a large spell circle appeared around you on the floor and the runes flashed in around the edge in the order you placed them in. Moving even the slightest bit while this happened ruined the spell.
Of course, that's a bit tedious and slow, especially considering you had to go into the menu and navigate a few tabs to be able to prepare a spell in the first place. There were a few assignable quick-cast buttons, but still. I really like the sound of your second idea-- using number keys in sequence to cast the spell. It sounds quick, intuitive, and easy, yet still just time-consuming enough to create an even balance between weapons and spells. Mattias' idea of replacing power with movement sounds like a good one, though; at the very least, adding the movement concept in. Sounds like a lot of fun. :)
~Josiah
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Mon Nov 19, 2007 7:20 pm Post subject: |
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The rune system was used in Dungeon Master and its sequel, Chaos Strikes Back.
There were a few spells that used 4 runes, but most of its spells used 3. The first two were the same as yours (though with the order switched), and the 3rd/4th runes determined what specifically the spell did. See http://dmweb.free.fr/?q=node/197 for details.
In the RPG I plan to make next year, I opted to use a system more like in Wizardry 8. You select a spell and then adjust the power level (which changes the spell point cost). In my game, I will allow the player to also change the area of effect: 1 target, 1 group (x3 sp cost), or all enemies/allies (x9/x6 sp cost).
The runes thing is cool, and I considered using it. However, in practice, it's more annoying than anything else. It's like how in Bard's Tale you have to memorize nonsense words to cast spells (e.g. ARFI for arc fire).
Still, it isn't a bad idea. I wouldn't mind playing an occasional game or two that uses runes, but I wouldn't think of it as a big selling point.
Maybe you could have the player select runes to select the spell and then select each target individually. In Lufia 2, you can select targets individually. You would either have to make the effect get divided among all the targets or make the spell cast more when it affects multiple targets.
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Jon Alma Monkey-Butler
Joined: 09 May 2005 Posts: 50 Location: The Sunny South of France
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Posted: Tue Nov 20, 2007 1:48 pm Post subject: |
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Mattias Gustavsson wrote: | But I'm thinking, it's quite clear what I would choose for element and target, that's down to what I want to achieve and the type of enemy I guess, but the strength seems a bit.. well.. I'd probably go for the highest strength all the time :D |
Yeah, the strength part is the weakest area at the moment. It will be linked to the level or experience of the player so that higher strength spells will be limited to higher level characters. In addition they will burn up a lot more energy - hopefully I can encourage play where it would be sensible to use a power 2 spell to deal with weaker monsters, the player feeling that a higher strength spell being a waste of energy. Now I'm not sure exactly how this will work out yet and it may be the case that I will reduce the number of power runes so that there are only say three - fewer levels, but more distinction between each.
Mattias Gustavsson wrote: | I'd probably prefer a system where strength is handled automatically (based on your level or stats or whatever, getting better over time) and instead you replace the strength choice with movement (or whatever) meaning you could have the spell move forcefully straight at the enemy, or circle around him, engulfing him, or hit from straight above etc... Would make it more of an interesting choice, and should work nicely with your particle effects as well :-) |
Interesting idea and certainly something to play about with. The big question would be how well the particle engine can handle this (it does certain things well, but really advance pyrotechnics would push it to its limits).
Josiah Tobin wrote: | Casting also required you to remain immobile while the spell was cast; a large spell circle appeared around you on the floor and the runes flashed in around the edge in the order you placed them in. Moving even the slightest bit while this happened ruined the spell.
Of course, that's a bit tedious and slow, especially considering you had to go into the menu and navigate a few tabs to be able to prepare a spell in the first place. There were a few assignable quick-cast buttons, but still. I really like the sound of your second idea-- using number keys in sequence to cast the spell. It sounds quick, intuitive, and easy, yet still just time-consuming enough to create an even balance between weapons and spells. |
I haven't tested this yet, but I am planning to have the number keys to prepare a spell, then a click on the mouse button to launch the spell - as the NPCs tend to move around pretty quick in a 3D environment I need to give the player a fire button (both magic and combat results will be based on stats, but there is an action element in that you need to be roughly on target to do any damage at all). The slow down comes in then having to key in and prepare the next spell.
Now that's the theory and I need to try it all out in practice - this system might turn out to be incrediably tedious in which case scrolls and enchanted objects might play a bigger part or I may just fall back to the more normal create the spells once and then use whenever the player has enough energy.
cowgod wrote: | The runes thing is cool, and I considered using it. However, in practice, it's more annoying than anything else. It's like how in Bard's Tale you have to memorize nonsense words to cast spells (e.g. ARFI for arc fire).
Still, it isn't a bad idea. I wouldn't mind playing an occasional game or two that uses runes, but I wouldn't think of it as a big selling point. |
This is the big question - will this add to the game or end up just being annoying. Would it be better to have a rune system but only use it in a sort of spell creation lab so the player can create new spells, but then just use them without the need to remember that '1 2 3' or 'F I R' or whatever is a fireball spell? The last thing I want is to turn everyone into a fighter because using magic is a pain, but at the same time I want there to be a difference between using magic and using a weapon. _________________ Legends from the Lost Realms
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Tue Nov 20, 2007 2:29 pm Post subject: |
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Quote: | Rune 1 - Determines the 'element' (fire, ice, earth, air and ... eh .. spirit).
Rune 2 - Determines the strength of the spell (with five levels)
Rune 3 - Determines the target for the spell (self, self over a period of time, target, target over a period of time, special) | This is sort of what I had in mind for Sophy's elfstones in ToS2. More or less similar except the third rune. Instead I'm thinking about combinding different elemental stones for different effects (fire+ice/water=fog) etc. etc. _________________
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Wed Nov 21, 2007 4:29 am Post subject: |
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Having a spell lab might minimize the tediousness. Using a regular spell system would eliminate the tediousness entirely.
I think the spell lab idea would be pretty cool though, so long as there's some way to see the effects in the lab so that you know what the spells do.
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oenone Sick of Being A Fairy Princess Yet?
Joined: 17 Aug 2007 Posts: 14 Location: germany
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Posted: Thu Nov 22, 2007 11:36 am Post subject: Re: Casting Spells |
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Jon Alma wrote: | I've been busy recently implementing the magic system in my game. It's a rune based system where each spell is defined by three runes...
Rune 1 - Determines the 'element' (fire, ice, earth, air and ... eh .. spirit).
Rune 2 - Determines the strength of the spell (with five levels)
Rune 3 - Determines the target for the spell (self, self over a period of time, target, target over a period of time, special)
As an aside the runes used also influence the spell effects (i.e. the textures used by the particle engine, the number of particles and the particle flows). |
That's quite similar to what I had in mind for my game... But I planned to use variable Steps, and more different effects, depending on the permutation... Simple spells should be possible with 2-3 Runes, complex spells should require 5 or more.
I like this idea, and wanted to use it in combination with alternative ways of magic, like some kind of word magic, combining words to a spell, or item magic, where the spell is bound to an item...
I should stop planning and start implementing ;)
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Tue Nov 27, 2007 12:06 am Post subject: |
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Hey-hey, this could be interesting! It does need some verrrrry careful handling, though. Otherwise it will just end up as a cumbersome, unusable and boring system that will make your players just rely on physical attacks.
I don't see how pressing three buttons and then clicking would really slow magic down too much, though, so it could very well end up overpowered. I'm assuming that you're using a basic RPG magic point system so that players don't just go about crazily chucking INSTANT DEATH WARP HELL HOLE LUCIFER SUMMONING METEORS everywhere (and if you end up with that spell in the game A) I want to know the rune combination and B) I want to see the particle effect for it). And if you're not then SHAME ON YOU.
I think that instead of combining the three runes of element, strength and target, you should use a combination of BadMrBox's and Mattias's ideas. As the target of the spell should be pretty apparent and/or player-determined, perhaps you should use the first two runes to determine the effect of the spell (e.g. BMB's "fog" effect or fire and fire = fireball) and the third to determine the targeting method.
Oooh! New idea! Don't tell the players what the different combinations do! Leave it a secret to discover later in the game! Imagine the possibilities!
EXAMPLE:
[final boss fight]
PLAYER: All right! I've got this guy down to 2 HP! I win! Heh, you know, I've always wondered what combining the ICE and SPIKE runes does! Let's find out, shall we?
[clicks ICE/SPIKE]
PLAYER: Hmmm, let's have it hit him from above! That could be funny!
[clicks RAIN]
[Icicles rain from the ceiling, impale player and barely scratch the final boss as it was an area-effect spell]
GAME: You lose.
PLAYER: Nooooooooooooooooooooooooooooooooooo
[fade out, credits roll][/i] _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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Jon Alma Monkey-Butler
Joined: 09 May 2005 Posts: 50 Location: The Sunny South of France
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Posted: Tue Nov 27, 2007 7:45 am Post subject: |
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Captain Vimes wrote: | Hey-hey, this could be interesting! It does need some verrrrry careful handling, though. Otherwise it will just end up as a cumbersome, unusable and boring system that will make your players just rely on physical attacks. |
For exactly this reason I am taking my time playing around with different control systems to try and get the right balance between too cumbersome and too easy to use.
Captain Vimes wrote: | I don't see how pressing three buttons and then clicking would really slow magic down too much, though, so it could very well end up overpowered. I'm assuming that you're using a basic RPG magic point system so that players don't just go about crazily chucking INSTANT DEATH WARP HELL HOLE LUCIFER SUMMONING METEORS everywhere (and if you end up with that spell in the game A) I want to know the rune combination and B) I want to see the particle effect for it). And if you're not then SHAME ON YOU. |
For a long time I tried to avoid a magic point system, trying for a system where using magic would increase fatigue or reduce hit points. I have finally given in and now have magic points (even if I don't really like it).
Captain Vimes wrote: | Oooh! New idea! Don't tell the players what the different combinations do! Leave it a secret to discover later in the game! Imagine the possibilities! |
This is one of the reasons for adopting this system. At least when first casting a new spell there should be a risk to the player (what if this particular cast on self combination kills me?) and a need to test (if nothing else it gives low level monsters a reason to exist for higher level players). _________________ Legends from the Lost Realms
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Tue Nov 27, 2007 6:17 pm Post subject: |
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Jon Alma wrote: | For a long time I tried to avoid a magic point system, trying for a system where using magic would increase fatigue or reduce hit points. I have finally given in and now have magic points (even if I don't really like it). |
Whether you like it or not, magic points work. That's why they've been in so many different RPGs. They keep magic from getting completely out of hand. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Wed Nov 28, 2007 2:06 am Post subject: |
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Some people argue that magic points give too much of an advantage to melee fighters, since magic users become "magic batteries" that are all but useless once the magic points have all been used. The argument does have a lot of merit, but there's really no other reasonable way of handling it. _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Jon Alma Monkey-Butler
Joined: 09 May 2005 Posts: 50 Location: The Sunny South of France
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Posted: Wed Nov 28, 2007 7:30 am Post subject: |
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Nodtveidt wrote: | Some people argue that magic points give too much of an advantage to melee fighters, since magic users become "magic batteries" that are all but useless once the magic points have all been used. The argument does have a lot of merit, but there's really no other reasonable way of handling it. |
I had this idea that using magic would be roughly the same in many ways to melee combat - it would use up stamina and even reduce hit points for more powerful magic rather than having 'magic batteries'. Unfortunately this would push all players to constantly try to increase stamina and strength rather than the intelligence of their characters. So I've ended up going to the 'magic batteries' approach where the capacity of the battery is based on intelligence ... and it works. _________________ Legends from the Lost Realms
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Wed Nov 28, 2007 8:47 am Post subject: |
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Magic attacks are ranged and much more powerful compared to melee attacks so it does make sense to limit this power with magic points. Magic users are also expected to carry many MP potions and in some games, magic points regenerate over time, so the magic battery effect isn't so severe.
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