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Programming / Re: Spells data format
« on: December 09, 2011, 11:40:00 PM »
Dungeon Master seemed to solve this whole issue by separating the effects out into power words.
Rather than expecting players to program in json or the equivalent, wouldn't it be more fun for them to create spells from a basic word recipe book?
Then you could simply have: damage, area, slow
And then you'd be free to balance the engine without having to support legacy spell files full of magic numbers.
Rather than expecting players to program in json or the equivalent, wouldn't it be more fun for them to create spells from a basic word recipe book?
Then you could simply have: damage, area, slow
And then you'd be free to balance the engine without having to support legacy spell files full of magic numbers.