Re: [VB]Mordor Clone - my journey
Posted: 20 Apr 2011, 12:28
The Buff/Debuff "basics" are done, the only debuff right now is "Resurrection Illness" (after getting revived).
It lasts 600 seconds but doesn´t do anything specific right now.
I have already brainstormed a bit what i want to accomplish with that debuff, but i didn´t came up with a solution i am happy with.
I´ll take my time for this.
Today i am trying to create the base frame for "simple" damage spells (magic).
I don´t want to hardcode anything, so the spells can be modified at will, so this is going to be harder than it needs to be.
My idea is to write the "basic" informations into a ini file, then read out that ini file at the start of the game (while it is loading) then "save" the data inside a table (labels).
Whenever a spell is used the game is supposed to read out those labels and calculate anything relevant from there.
This is a similar solution as "saving" them inside classes, but got the advantage that i will be able to "see" exactly what each individual spell is doing/is handled, just by looking at that window (so i just have to add a single line).
The other advantage is that all spells are very easy to modify (typos,values etc).Balancing Spells is going to be so much easier and could be done by anyone.
---
Ideas for different "schools of magic":
Elemental:(Fire,Earth,Wind,Water,Electrical)
Straight forward direct damage spells.
Number of affected Targets will change.
A "Chain Lightning" for example will hit multiple targets, but deal less damage than a "Fireball".
Dark Arts: (Darkness, Decay)
Debuffs(Decreasing Max HP or damageoutput)
Damage+Debuff (low damage with a small debuff)
"Drain Life" (damage dealt will heal the caster)
Poison(Damage over time)
Poison Cloud (Damage over time against multiple targets)
Summon Undead Minions(Maybe even Multiple)
"Dark Ritual" Trade Hp for Mp
Blood:
Trade Mp for Hp
Trade Hp for Buffs
Create a Golem (Minion that fights for you)
Nature / Divine:
Healing
increased Regeneration of Mp / Hp
Stat Buffs, Max HP/MP buff
Martial Arts: (Physical)
"Stun"(stun 1 or more monsters, stunned Monsters can´t attack you during their turn)
"Bleeding" (wound,debuff, dealing damage over time)
Ignore Pain (remove debuff)
Mind:(Illusions)
"Walls" that prevent Monsters from attacking
"Clone" a copy of yourself (a minion)
"Fear" monsters try to disengage combat (chance to not attack?)
---
I implemented the first working spell (actually 3).
I still have to fine tune some aspects though.
Randomly the spells won´t appear within the "spellbook".
Not quite sure why.
It lasts 600 seconds but doesn´t do anything specific right now.
I have already brainstormed a bit what i want to accomplish with that debuff, but i didn´t came up with a solution i am happy with.
I´ll take my time for this.
Today i am trying to create the base frame for "simple" damage spells (magic).
I don´t want to hardcode anything, so the spells can be modified at will, so this is going to be harder than it needs to be.
My idea is to write the "basic" informations into a ini file, then read out that ini file at the start of the game (while it is loading) then "save" the data inside a table (labels).
Whenever a spell is used the game is supposed to read out those labels and calculate anything relevant from there.
This is a similar solution as "saving" them inside classes, but got the advantage that i will be able to "see" exactly what each individual spell is doing/is handled, just by looking at that window (so i just have to add a single line).
The other advantage is that all spells are very easy to modify (typos,values etc).Balancing Spells is going to be so much easier and could be done by anyone.
---
Ideas for different "schools of magic":
Elemental:(Fire,Earth,Wind,Water,Electrical)
Straight forward direct damage spells.
Number of affected Targets will change.
A "Chain Lightning" for example will hit multiple targets, but deal less damage than a "Fireball".
Dark Arts: (Darkness, Decay)
Debuffs(Decreasing Max HP or damageoutput)
Damage+Debuff (low damage with a small debuff)
"Drain Life" (damage dealt will heal the caster)
Poison(Damage over time)
Poison Cloud (Damage over time against multiple targets)
Summon Undead Minions(Maybe even Multiple)
"Dark Ritual" Trade Hp for Mp
Blood:
Trade Mp for Hp
Trade Hp for Buffs
Create a Golem (Minion that fights for you)
Nature / Divine:
Healing
increased Regeneration of Mp / Hp
Stat Buffs, Max HP/MP buff
Martial Arts: (Physical)
"Stun"(stun 1 or more monsters, stunned Monsters can´t attack you during their turn)
"Bleeding" (wound,debuff, dealing damage over time)
Ignore Pain (remove debuff)
Mind:(Illusions)
"Walls" that prevent Monsters from attacking
"Clone" a copy of yourself (a minion)
"Fear" monsters try to disengage combat (chance to not attack?)
---
I implemented the first working spell (actually 3).
I still have to fine tune some aspects though.
Randomly the spells won´t appear within the "spellbook".
Not quite sure why.