Post by xade on Oct 29, 2008 20:15:17 GMT -5
How I wish I had the time.
If I ever do get the time, I would love to impliment something as follows.
(The following text will be dis-jointed. I make no apologies).
Effects.
Effects are of course the guts of what makes a spell.
Starting breakdowns of the current warlocks.
Damage Spells
Cause Light/Heavy - Effect: Damage(2/3) - Type: Magical - Duration (1)
Fireball - Effect: Damage(5) - Type: Fire - Duration (1)
Lightning - Effect: Damage(5) - Type: Magical - Duration (1)
Magic Missile - Effect: Damage(1) - Type: Physical/Magical - Duration (1)
Defensive Spells
Shield - Effect: Shield(Physical), Duration(1)
Protection - Effect: Shield(Physical), Duration(3)
Resist Heat - Effect: Shield(Fire), Duration(0)
Counterspell - Effect: Counter, Shield(Physical) - Duration(1)
Other Spells
Amniesia - Effect: Amniesia - Type: Enchantment - Cancels Enchantments - Yes
Paralysis- Effect: Paralysis- Type: Enchantment - Cancels Enchantments - Yes
Anyways, that's detail. The point is as follows.
Keeping the Spells, their effects, type, durations all seperate and data driven would mean that you could completely customise spells moving forward.
You want to play a game where FSD works as follows - Then just set it up.
FSD - Pained Ogre - Effect: Summon(Ogre), Damage(5) - Type: Magical - Duration (1)
PSW - Burning Ogre - Effect: Summon(Ogre), Damage(1) - Type: Fire - Duration (5)
Ogres that hurt the target!
You want to actually make an Iceball - cause come on, there should be one!
FWWDD - IceBall - Effect: Damage
Then you can do that. The world is your provebial warlocks oyster. All that needs to be coded is the effects engine... (yeah... *all* )
Set up panic and play around with it. Enrage, change para to whatever. It's all good.
So that would be the plan to implementing the current game.
What I would want to do to take it a step further. What I would love to introduce is the idea of locations.
Namely to begin with.
Earth Realm: Gameplay exists as it currently stands
Air Realm: Global Effect - Flight
Flight - Cannot be hit by ground based creatures however [insert negative effect here]
I can see wsfw, wpsfw - being used to summon the Flying Goblin - Flying Ogre. Potentially.
Fire Realm: Global Effect - [Damage(1) - Type:Fire/Physical] - [Shield(Cold)]
Ice Realm: Global Effects - [Damage(1) - Type:Cold/Physical] - [Shield(Fire)]
Dead: Global Effects - You get no moves until someone raises you.
I dunno, t'is just a beginning. However.
Realms should be defineable too. Just like spells. So if you wanted to create the valley of spikes - Effects: Damage(5) Type - Physical, then you can.
And there should be effects, that can both change a single unit (player/creature) to move between realms, or simply to move everybody a realm.
SWC - Moves all to the fire realm
WSSWC - Moves a single player to the fire realm
CCCCC - Moves player to the realm of stabbing death.
I dunno, it's hugely ambitious. And I know that I won't have time to develop it in the not too distant future.
But I believe the framework, if it can be done right, would be a huge boon to the game, and open unlimited potential to build a world around it.
I dunno, perhaps it's just a pipe dream...
If I ever do get the time, I would love to impliment something as follows.
(The following text will be dis-jointed. I make no apologies).
Effects.
Effects are of course the guts of what makes a spell.
Starting breakdowns of the current warlocks.
Damage Spells
Cause Light/Heavy - Effect: Damage(2/3) - Type: Magical - Duration (1)
Fireball - Effect: Damage(5) - Type: Fire - Duration (1)
Lightning - Effect: Damage(5) - Type: Magical - Duration (1)
Magic Missile - Effect: Damage(1) - Type: Physical/Magical - Duration (1)
Defensive Spells
Shield - Effect: Shield(Physical), Duration(1)
Protection - Effect: Shield(Physical), Duration(3)
Resist Heat - Effect: Shield(Fire), Duration(0)
Counterspell - Effect: Counter, Shield(Physical) - Duration(1)
Other Spells
Amniesia - Effect: Amniesia - Type: Enchantment - Cancels Enchantments - Yes
Paralysis- Effect: Paralysis- Type: Enchantment - Cancels Enchantments - Yes
Anyways, that's detail. The point is as follows.
Keeping the Spells, their effects, type, durations all seperate and data driven would mean that you could completely customise spells moving forward.
You want to play a game where FSD works as follows - Then just set it up.
FSD - Pained Ogre - Effect: Summon(Ogre), Damage(5) - Type: Magical - Duration (1)
PSW - Burning Ogre - Effect: Summon(Ogre), Damage(1) - Type: Fire - Duration (5)
Ogres that hurt the target!
You want to actually make an Iceball - cause come on, there should be one!
FWWDD - IceBall - Effect: Damage
Then you can do that. The world is your provebial warlocks oyster. All that needs to be coded is the effects engine... (yeah... *all* )
Set up panic and play around with it. Enrage, change para to whatever. It's all good.
So that would be the plan to implementing the current game.
What I would want to do to take it a step further. What I would love to introduce is the idea of locations.
Namely to begin with.
Earth Realm: Gameplay exists as it currently stands
Air Realm: Global Effect - Flight
Flight - Cannot be hit by ground based creatures however [insert negative effect here]
I can see wsfw, wpsfw - being used to summon the Flying Goblin - Flying Ogre. Potentially.
Fire Realm: Global Effect - [Damage(1) - Type:Fire/Physical] - [Shield(Cold)]
Ice Realm: Global Effects - [Damage(1) - Type:Cold/Physical] - [Shield(Fire)]
Dead: Global Effects - You get no moves until someone raises you.
I dunno, t'is just a beginning. However.
Realms should be defineable too. Just like spells. So if you wanted to create the valley of spikes - Effects: Damage(5) Type - Physical, then you can.
And there should be effects, that can both change a single unit (player/creature) to move between realms, or simply to move everybody a realm.
SWC - Moves all to the fire realm
WSSWC - Moves a single player to the fire realm
CCCCC - Moves player to the realm of stabbing death.
I dunno, it's hugely ambitious. And I know that I won't have time to develop it in the not too distant future.
But I believe the framework, if it can be done right, would be a huge boon to the game, and open unlimited potential to build a world around it.
I dunno, perhaps it's just a pipe dream...