There’s something about the color scheme above that I dislike. Maybe it’s that it’s oversaturated…
Anyways, the next thing I’m working on is the magic system. Been thinking about this for a couple days now:
Initially the idea was that each armor had Health, Speed, Carry Capacity, and now Magic/Faith. Magic and Faith would sum to be your Max Energy. You’d slowly gain Energy to use to cast spells whose strength would be affected by your current Magic and/or Faith levels.
I’m realizing that is super complicated and dumb.
The design goals I want for the magic system are
- Magical items have to feel different than other items
- Some items can be used in both magical and non-magical capacities e.g. the rapier Starlight should be able to be used as a rapier and also be used to shoot magical darts (when the conditions are right)
- Magic should feel unwieldy and lots of factors can change the effect e.g. I want a magical armor class to be able to cast more/better/wilder magic spells than the non magical classes
- It has to be simple
First things first: simplicity is solved by ditching Magic/Faith for just Magic. Also, instead of armor giving you the ability to use magic, all armors have the ability to use magic. Armors just gain you magic power at different rates. This means that a dumb heavy armor with no magic ability still can use The Book of Occult, but it will just take longer.
The unwieldy/manyfactor thing is solved by each spell being unique and weird and sometimes having tiers of uses. The magic-dart spell shot from the Starlight rapier will cost 1 Magic (god I hate Mana but I might start using it here…) and be the same everytime you cast it. A magic-orb will cost all your Magic but will get progressively bigger as more magic is used.
In the above example of the Starlight your Mana does not go away on use. If you do things like dash or use a big heavy weapon your mana will go away. This plays into both the unwieldyness and the magic-is-a-separate-category thing. Initially I wanted the scimitar Moon Breaker to shoot a magic crescent (and I still might!), but this is a nice compromise here. The Moon Breaker can be considered a magic weapon and so it doesn’t make you lose your magic like other items would.
Hopefully this all makes Magic feel different and unique and special. I really want magic to feel like something that isn’t just another item with a meter. Hopefully this works! I’ll have some video probably tomorrow with the local gamedev crew…