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SPELL MAKER

DAY 3 - Targets and Mobility
Ok so today, there is a lot.
Number 1 priority was to enhance mobility but to do so i had to finish the target system.
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I made a quick IA movement handler allow multiple target (you'll see why later).
I started by the "OnMouse" Target selection which allowed to use instant spell.
There is a video of an instant Speed boost. I think i will add feedbacks to buff and debuff soon because it is not very clear at the moment.
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Now that the single on mouse target is done, i focused on the "multi-close target". It takes the closest targets and send a copy of each effect on every one of them. To enhance precision, i added a homing option on the projectiles.
Okay, now that the IA can move and that i can target everything like i want i took some times to rework some script to simplify the "MoveEffect" mechanic. Once finished i was able to make this very quicly :
I now use the same parameter class to handle dash and projectile. I only have to add speed and time.
The speed can also be negative to backdash or pull enemies. If a player receive a "MoveEffect" (by dashing or being pushed/pulled) it will cancel any casting spell and he won't be able to cast while being affected.
SOOO technicaly, if you want to stun an opponent you can apply a MoveEffect of zero speed.
We can start to see some cool combos :
Okay, you remember the magic instance and their stats? Things got a lot more interesting when i added this option :
Yesterday, when a magic instance collided with something, it was giving the maximum amount of every stats.
With this, it will only spend a purcentage of its stats at each collisions. Allowing to hit mulitple target and cross defenses. But doing this will reduce the impact on a single target.
Here is four wall with 100 HP. I will be firing a projectile with 100 ATK. Without the purcentage option, it would have destroyed the first wall and die. But with 25% of usage, it dealt 25 dmgs at each wall. So if the enemy only have one wall you can put the purcentage to 50% to maximize the damage. The minimum cap is at 20% to prevent hiting more than five target with one magic instance.
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If we remember to use the purcentage, correct balance in the build and remember than spells will always collide with spell before players you can create a lot of variant to counter your ennemy's build. Here's an example wherre we can see that one spell can counter 5 enemy's no matter its purcentage.
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