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SPELL MAKER

DAY 5 to 7 - Preparing for the Game Loop
This devlog took a little more time to arrive because I was mainly doing things that took a long amount of time and wasn't very interesting to show alone. The aim was to prepare everything (in terms of programming) to make the first game loop. I finally decided how the spells will be modified during the game and now that I have done a sufficient amount of code, I will be focusing on UI and Game System.
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I have updated Unity to 2019.4.17f1 LTS version so that i can rest my eyes a little and have a stable version.
I also created a Trello to organize myself and making priorities.
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I started by testing PvP in multiplayer by playing with "Parsec" : a application that allows to play on someone else's computers. I made four basic spell and it allowed me to see the issues concerning UI, visibility and playability. The game can now be played with keyboard+mouse or with a controller.
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I added a force field. It will only work on projectile that directly target the player. It can also be negative and applied as a buff/debuff.
The last main thing that I had to decide for the core gameplay was the in-game spell modification tool
I thought that the last skill tree didn't give enough possibility and was a total nerf of the tool. So I made some modifications :
I took the global idea of the last skill tree and improved it so that the player will be able to make his own modification.
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The major runes will be linked to the preset. I thought about letting the player create them but then again, I can't let the player create a total spell in a competitive setup. Making the player create a rune could have worked too but I would have needed to create a very complexe balancing system. The last option was to create myself a variant of the base spell for each tree. It makes the spell balanced and recognizable by the opponent.
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The minor runes will be acquired by the player as a reward for leveling up or doing quest or something. It will give long term progress and motivation.
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The player has all the attribute unlocked at the start of the game but placing a rune or an attribute will cost an ammount of resources. This resource will be acquired by playing the game.
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I will probably do a system of player level. It will allow the beginners to only have simple runes and spell to understand the system and gradually add more complexes ones.
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To make the rune system, I needed to create buff/debuff for the spells. That took way more time than planed but it gives a lot of possibilities for the future. Thoses are the parameters that can be modified by the "SpellBuffs".
I made some changes so that the spells could apply "SpellBuffs" on hit of a player or a magic instance.
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A rune can :
     - Buff/debuff the runed spell.
     - Add an effect in the runed spell.
     - Add a Buff/Debuff on hit.
     - Add a Spell Buff/Debuff on hit.
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I ended thoses three days by balancing some concepts, creating my trello and deciding what to do next.
The next priority is to improve the fighting UI and make everything comprehensible.
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