I've added a simple Prefix/Suffix spell system to my game. I'm wondering, however, if I should instead use a Prefix/Verb/Suffix system. It would allow greater customization of options and probably not be too much harder to impliment, but I'm wondering if it would be too unwieldy on the players' side.
(And if there's other possibly better ways to do custom magic, send them in, too. :) )
On 25 Mar, 16:35, Narf the Mouse <largemo...@gmail.com> wrote:
> I've added a simple Prefix/Suffix spell system to my game. I'm > wondering, however, if I should instead use a Prefix/Verb/Suffix system. > It would allow greater customization of options and probably not be too > much harder to impliment, but I'm wondering if it would be too unwieldy > on the players' side.
> (And if there's other possibly better ways to do custom magic, send them > in, too. :) )
> Thanks for any and all help.
So you attach prefixes and suffixes to a spell name to cast a variant? Pretty cool, I don't know if you'd gain much by adding verbs.
I'm more inclined to the sort of "emergent behaviour"-kind-of-spells. Like you get components to create your own spells, and there are weird rules and all. Haven't seen it in a RL yet, I hope to implement it some day.
jota...@hotmail.com wrote: > On 25 Mar, 16:35, Narf the Mouse <largemo...@gmail.com> wrote: >> I've added a simple Prefix/Suffix spell system to my game. I'm >> wondering, however, if I should instead use a Prefix/Verb/Suffix system. >> It would allow greater customization of options and probably not be too >> much harder to impliment, but I'm wondering if it would be too unwieldy >> on the players' side.
>> (And if there's other possibly better ways to do custom magic, send them >> in, too. :) )
>> Thanks for any and all help.
> So you attach prefixes and suffixes to a spell name to cast a variant? > Pretty cool, I don't know if you'd gain much by adding verbs.
> I'm more inclined to the sort of "emergent behaviour"-kind-of-spells. > Like you get components to create your own spells, and there are weird > rules and all. Haven't seen it in a RL yet, I hope to implement it > some day.
> Jotaf
> Jotaf
No reason I can't add that later. :)
No spell names. :) To cast a spell, you select a prefix, verb and suffix (I've decided to go with that, as thinking about it, just a prefix and suffix weren't enough - Although I'm still interested in other systems :) ), such as 'Bolt, Damage, Perception' - And the target(s) take(s) perception damage.
Or, 'Touch, Boost, Perception' - And the target gets a perception boost.
Or, planned, 'Ball, Make, Wall' - And you get a sudden explosion of wall. :D
The great thing is all of this can be handled with general cases, I think. I've already got statistic boost and I'm adding statistic damage.
(Dictionaries with <int, float> and (int)TheEnum really help :) )
> jota...@hotmail.com wrote: > > On 25 Mar, 16:35, Narf the Mouse <largemo...@gmail.com> wrote: > >> I've added a simple Prefix/Suffix spell system to my game. I'm > >> wondering, however, if I should instead use a Prefix/Verb/Suffix system. > >> It would allow greater customization of options and probably not be too > >> much harder to impliment, but I'm wondering if it would be too unwieldy > >> on the players' side.
> >> (And if there's other possibly better ways to do custom magic, send them > >> in, too. :) )
> >> Thanks for any and all help.
> > So you attach prefixes and suffixes to a spell name to cast a variant? > > Pretty cool, I don't know if you'd gain much by adding verbs.
> > I'm more inclined to the sort of "emergent behaviour"-kind-of-spells. > > Like you get components to create your own spells, and there are weird > > rules and all. Haven't seen it in a RL yet, I hope to implement it > > some day.
> > Jotaf
> > Jotaf
> No reason I can't add that later. :)
> No spell names. :) To cast a spell, you select a prefix, verb and suffix > (I've decided to go with that, as thinking about it, just a prefix and > suffix weren't enough - Although I'm still interested in other systems > :) ), such as 'Bolt, Damage, Perception' - And the target(s) take(s) > perception damage.
> Or, 'Touch, Boost, Perception' - And the target gets a perception boost.
> Or, planned, 'Ball, Make, Wall' - And you get a sudden explosion of wall. :D
> The great thing is all of this can be handled with general cases, I > think. I've already got statistic boost and I'm adding statistic damage.
> (Dictionaries with <int, float> and (int)TheEnum really help :) )
Sounds cool, but don't make it overpowered. 'Ball, Make, Friendly_Dragon' would be way too powerful. :)
Nate879 wrote: > On Mar 25, 4:08 pm, Narf the Mouse <largemo...@gmail.com> wrote: >> jota...@hotmail.com wrote: >>> On 25 Mar, 16:35, Narf the Mouse <largemo...@gmail.com> wrote: >>>> I've added a simple Prefix/Suffix spell system to my game. I'm >>>> wondering, however, if I should instead use a Prefix/Verb/Suffix system. >>>> It would allow greater customization of options and probably not be too >>>> much harder to impliment, but I'm wondering if it would be too unwieldy >>>> on the players' side. >>>> (And if there's other possibly better ways to do custom magic, send them >>>> in, too. :) ) >>>> Thanks for any and all help. >>> So you attach prefixes and suffixes to a spell name to cast a variant? >>> Pretty cool, I don't know if you'd gain much by adding verbs. >>> I'm more inclined to the sort of "emergent behaviour"-kind-of-spells. >>> Like you get components to create your own spells, and there are weird >>> rules and all. Haven't seen it in a RL yet, I hope to implement it >>> some day. >>> Jotaf >>> Jotaf >> No reason I can't add that later. :)
>> No spell names. :) To cast a spell, you select a prefix, verb and suffix >> (I've decided to go with that, as thinking about it, just a prefix and >> suffix weren't enough - Although I'm still interested in other systems >> :) ), such as 'Bolt, Damage, Perception' - And the target(s) take(s) >> perception damage.
>> Or, 'Touch, Boost, Perception' - And the target gets a perception boost.
>> Or, planned, 'Ball, Make, Wall' - And you get a sudden explosion of wall. :D
>> The great thing is all of this can be handled with general cases, I >> think. I've already got statistic boost and I'm adding statistic damage.
>> (Dictionaries with <int, float> and (int)TheEnum really help :) )
> Sounds cool, but don't make it overpowered. 'Ball, Make, > Friendly_Dragon' would be way too powerful. :)
In the system I'm planning on using, it wouldn't be too powerfull - Because there is a magic point cost based on how much the spell affects. :)
So if you have enough MP to cast 'Ball, Make, Dragon', then you are high enough level that a ball of dragons is probably individually underpowered for whatever you're up against. :)
(And you must be reading my mind. '*, Make, *Something' is the 'Create construct' sequence I've planned. '*, Call, *Something' is the 'Summon help' sequence I've planned. :) )
If, that is, I do that. It is a hobby. It's done when I decide it's done. :)
One thing I notice is that maybe sometimes it might not be appropriate to have those 3 words, maybe 2 are enough. Make Something could be one of those examples (unless you have a way around that, of course!).
jota...@hotmail.com wrote: > Ah you're on the right path then :) I like it.
> One thing I notice is that maybe sometimes it might not be appropriate > to have those 3 words, maybe 2 are enough. Make Something could be one > of those examples (unless you have a way around that, of course!).
> Jotaf
Generally, Prefix determines the Where, Verb determines the Affect and Suffix determines the What.
So, 'Make Something' would have to have a random 'Where'. :)
On 26 Mar, 02:16, Narf the Mouse <largemo...@gmail.com> wrote:
> jota...@hotmail.com wrote: > > Ah you're on the right path then :) I like it.
> > One thing I notice is that maybe sometimes it might not be appropriate > > to have those 3 words, maybe 2 are enough. Make Something could be one > > of those examples (unless you have a way around that, of course!).
> > Jotaf
> Generally, Prefix determines the Where, Verb determines the Affect and > Suffix determines the What.
> So, 'Make Something' would have to have a random 'Where'. :)
> Could add a random option to the list. :)
Or have "random" as the default when the keyword is omitted. Wait -- better yet!
Prefix/Where: default value is "right where the player is standing" (fun for fireballs and such). Verb/Effect: default value is "a verb chosen at random" (fun!!). Suffix/What: default value is "a random object around the player" (hehe).
Okay then, that's cruel enough. Novice players would love it, experienced players would know better than forgetting keywords :)
jota...@hotmail.com wrote: > On 26 Mar, 02:16, Narf the Mouse <largemo...@gmail.com> wrote: >> jota...@hotmail.com wrote: >>> Ah you're on the right path then :) I like it. >>> One thing I notice is that maybe sometimes it might not be appropriate >>> to have those 3 words, maybe 2 are enough. Make Something could be one >>> of those examples (unless you have a way around that, of course!). >>> Jotaf >> Generally, Prefix determines the Where, Verb determines the Affect and >> Suffix determines the What.
>> So, 'Make Something' would have to have a random 'Where'. :)
>> Could add a random option to the list. :)
> Or have "random" as the default when the keyword is omitted. Wait -- > better yet!
> Prefix/Where: default value is "right where the player is > standing" (fun for fireballs and such). > Verb/Effect: default value is "a verb chosen at random" (fun!!). > Suffix/What: default value is "a random object around the > player" (hehe).
> Okay then, that's cruel enough. Novice players would love it, > experienced players would know better than forgetting keywords :)