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This week I worked on getting status/spell effects in game, as well as started implementing the magic aiming system.


I added in hp bars for enemies/npcs, and then got to work setting up a system for status effects.


I wanted the status effects to be able to interact( For example, if the player was wet, and hit with a fire attack, it might dry them off instead of set them on fire ), which involved looking into data tables to list various special interactions.  Data tables that might be useful for some other things in the future, so that was useful.  Right now the sample effect that's implemented is something being on fire.


Finally with the status effects in place, I started working on the spell system.  I started with aiming the spells.  While some of them will be like aiming a box, or gun. Some of them will be area of effects, or directional.  I've added some indicators to help with that.

These are placeholder examples:


I'm not sure yet, but I might be adjusting the camera position when you're casting, so you can see the effects better.  I do also plan to have time slowed down while aiming as well.  

I think this will be a pretty quick and easy way to cast spells, and I'm happy with how its going so far.


Gonna finish setting this system up next week, then I can start working on enemies!



Comments

Anonymous

I love slow mo!

lee@duva

Nice!!!!!!