Friday, July 24, 2009

Launching into Spells

It's time. I'm about to start the framework code for the biggest modification needed before pre-beta: fixing spells and the client-server interaction. Wish me luck.

1651
Finally! I think I've laid out a system that can handle some pretty sweet stuff:
Flying - gas form, flying mounts--you name it.
Falling down a pit
Swimming
Casting single spells, multi-stage spells (teleport to projectile, create wall from A to B, etc), multi-part spells (shoot off multiple waves of fireballs), periodic AOEs (poison gas cloud) and portals
Attack Run
Leap - jump from your point to somewhere else, over any pits/obstacles in the way
Charge - run at target coordinates and bash people out of the way, doing damage with your shield
Dying / resurrecting
On-death effects - recharge HP/MP, return to primary mark, etc.
Changing form into something else - a kind of monster or imitating another player, for example
Enchantments and Buffs - I made a distinction here that an enchantment is something permanent with a visualization and an icon that expires via timeout, replacement or disenchantment only and has the same strength throughout, whereas a buff is something that you can cast multiple times on a single actor, has no visualization other than the casting one, does have an icon and decays down to nothing in all cases.

Examples:
Poison - buff
Armor - buff or enchantment, depending on type
Weapon damage - buff
turn to fireball - enchantment
add melee damage - buff
increase hp regen - buff

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