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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.

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.

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.
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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