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SPELL MAKER

DAY 1 - Base Design and Tool
"Spell Maker" is a personal project i'm doing while looking for work.
It is for now a tool to create in-game custom spell for a game simlilar to League of Legend or Heroes of the storm.

The aim is to make it as simple as possible and including it in a Game later on.
SO, let's get to it.
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I started by brainstorming everything that could be in a spell. It took far more time that what was planed.
Then i choosed the "options" that could create a maximum amount of spell with the minimum parameters.
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I had to cut (for now) the invocation of minions, the transformations, the buff/debuff on spells and some others things.
Thoses are just to specific for now.
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So now i have my list !
I looked at every LoL champions and compared with my "database" to see if it was possible to recreate them.
I made some changes to make it more practical and it gave me this :
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It is organized like this :
Lets explain thoses one by one :
This is an "Effect Slot", they basically stock everything the spell does once casted. 
It is splited in 2 main parameters: the actual "effect" and the "target" (what it will affect).
The "effect" start can be setup by the two start event parameters (effect start at and delay).
Like said before, the effect is simply "what happens if i hit my target".
What the spells affect, and how.
The Magic Instance parameters, how it moves, its size...
The spells are saved in json and stocked in AppData to allow players to give others their spell if wanted.
A basic Firball spell.
I might later split the spellmaker tool into three : Spell, Effect, MagicInstance.
It would allow player to re-use effect or magic instance without re-creating all parameters.
Instead they would just mouse drag their effefts and magic instance in the spell.
But this could wait, i still have some basics things to do next.
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I used an old project of mine with Entity scripts and movements setup.
I had to rework the controller script to make everything work together but it allowed me to test the spellmaker quickly.
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The spells are easy to bind to a player, you just have to write the id, the input bind and the image you want.
Here is a video of 4 basic spell :
Q - Fireball that must be casted,
W - Mini Fireball that can be spammed,
E - A wall that will be usefull once i have the collisions,
R - A basic trap that will allow to test stuns later on.
Here is my first day of working on this, the next things i plan to do are :
Collision, Dashs, HP and Costs, HP on magic instance, Spells that launch other spells.
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