Author Topic: Need Help with a Magic System  (Read 8381 times)

jasonpickering

  • Rogueliker
  • ***
  • Posts: 274
  • Karma: +0/-0
    • View Profile
    • Email
Need Help with a Magic System
« on: February 16, 2012, 04:27:37 PM »

Hey guys. Need some help with designing a magic/inventory system. its for my game that can be tested here. I am working on getting the magic in and cant decide what would be the best option. here is what I have so far.

1. Player has normal Spells and they use mana. they also have a limited inventory for 4 potions.

2. Spells use mana, but also take up one of your limited inventory slots. you can carry up to 4 spells, but that gives you no room for any potions. the player must find the balance they want.

3. There are no spells, but everything is a one time use item. so you can carry a healing potion and 3 fireballs.

4. Player has spells, but they have a cooldown and each use the cooldown gets longer. cooldown is based on kills not turns.

I suggest giving the game a try and see what you think would work best. also if you want to leave any comments in that thread about the game go ahead.

Psiweapon

  • Rogueliker
  • ***
  • Posts: 334
  • Karma: +0/-0
  • Im in ur rougeliekz, pixelling ur tielz!
    • View Profile
    • I Lovemaking Tiles
Re: Need Help with a Magic System
« Reply #1 on: February 16, 2012, 06:22:23 PM »
I vote for option two :)
The invisible hand is a lie, the fiendish dogma of the market cultists. Lest the apostasy grows strong, their blood god will devour each and everyone, pious and infidel alike.

jasonpickering

  • Rogueliker
  • ***
  • Posts: 274
  • Karma: +0/-0
    • View Profile
    • Email
Re: Need Help with a Magic System
« Reply #2 on: February 16, 2012, 08:38:25 PM »
I could do also combine 2 and 4. I remove potions and give the player a limited space for magic spells. the magic spells would be recharged by killing enemies. I could still have potions, but they would be automatically used.

Pueo

  • Rogueliker
  • ***
  • Posts: 263
  • Karma: +0/-0
    • View Profile
    • Email
Re: Need Help with a Magic System
« Reply #3 on: February 16, 2012, 11:52:02 PM »
I really like the idea of option 3.  The limited space adds depth, and I think the best part of your game is the puzzle element (on another note, I'm not a big fan of the new monster movement).
{O.o}
 |)__)
   ” ”   o RLY?

jasonpickering

  • Rogueliker
  • ***
  • Posts: 274
  • Karma: +0/-0
    • View Profile
    • Email
Re: Need Help with a Magic System
« Reply #4 on: February 17, 2012, 12:36:53 AM »
you think doing it all as Items is better. I am stuck between the combination of 2 with the 4th recharge option and 3. I think 3 would be the easiest to implement.

what don't you like about the new monster movement? do you mean the wondering randomly? what don't you like about it?

Pueo

  • Rogueliker
  • ***
  • Posts: 263
  • Karma: +0/-0
    • View Profile
    • Email
Re: Need Help with a Magic System
« Reply #5 on: February 17, 2012, 04:23:35 AM »
What don't you like about the new monster movement? do you mean the wondering randomly? what don't you like about it?

I just don't really like how they just wander.  Before, they were pretty predictable (usually 'walk towards me'), and I could plan out, "If I take out the mouse now, then put a fireball into the goblin, then take out the other goblin, I can kill all of them and still survive."  Now, It's more of, "Walk back and forth until the monster walks into me. Then kill," with a little bit of "Shoot goblin with fireball so I don't take damage."

Also, a bug with the snap/eyeball things.  If you are more than one space away and click repeatedly on the eyeball, you will slide up to it, attack it, it will die and teleport you into the top left corner.
« Last Edit: February 17, 2012, 05:13:43 AM by Pueo »
{O.o}
 |)__)
   ” ”   o RLY?

jasonpickering

  • Rogueliker
  • ***
  • Posts: 274
  • Karma: +0/-0
    • View Profile
    • Email
Re: Need Help with a Magic System
« Reply #6 on: February 17, 2012, 05:28:01 AM »
I agree with the monster wandering. I added the pathfinding back in it was better that way. I thought the random wandering would make the game seem more random, but it actually doesn't help.

that bug is noted.