Game
Dungeon Mercenary
9 years ago

Ongoing work on Dungeon Mercenary's spells sytem


Long time no post ! In the last weeks I’ve been implementing a spell system. It is fun to program. I took some spells that were available to monsters already and generalized them for players. They need generalization, because monsters never do useless casts; where players can, for example a player can cast a firebolt on an empty cell (whereas monsters could only cast firebolt on an enemy) or can teleport an item or a barrel (whereas monsters were only teleporting themselves). My code wasn’t supporting that. The spell system works a follows: you can either find spellbooks or blank spellbooks. Spellbooks can be boosted with a boost runic (like armor/shield/weapons). Blank spellbooks can be “instantiated” by a branded runic (quietus, vampirism, etc.) and then boosted like other spellbooks.

I think this system will enable many many more builds than before. For example, you’ll be able to play a necromancer if you boost your “raise a skeleton from a dead body” spell a lot. Or you’ll be able to play an offensive mage if you boost firebolt/lightning. Or you will be able to do mixed melee/mage builds (health and protection spells can be useful for melee characters).

I haven’t a lot to show yet, except an inventory full of spellbooks

and how I show the cooldown of spells (see “health” on the right at the end of the video, how it becomes grey when cast, and progressively gets back to white): spell cooldown

I’ve also added animation for drinking a health potion:

5d0b5271d1270.gif

and drinking a life potion:

5d0b52736deb7.gif

Hope you’ll like it, and feedback is always very welcome, so please comment :-)

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