Google Groups Home
Help | Sign in
Custom spell system(s)
There are currently too many topics in this group that display first. To make this topic appear first, remove this option from another topic.
There was an error processing your request. Please try again.
flag
  9 messages - Collapse all
The group you are posting to is a Usenet group. Messages posted to this group will make your email address visible to anyone on the Internet.
Your reply message has not been sent.
Your post was successful
Narf the Mouse  
View profile
 More options Mar 25, 12:35 pm
Newsgroups: rec.games.roguelike.development
From: Narf the Mouse <largemo...@gmail.com>
Date: Tue, 25 Mar 2008 16:35:16 GMT
Local: Tues, Mar 25 2008 12:35 pm
Subject: Custom spell system(s)
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.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
jota...@hotmail.com  
View profile
 More options Mar 25, 3:40 pm
Newsgroups: rec.games.roguelike.development
From: jota...@hotmail.com
Date: Tue, 25 Mar 2008 12:40:23 -0700 (PDT)
Local: Tues, Mar 25 2008 3:40 pm
Subject: Re: Custom spell system(s)
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


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Narf the Mouse  
View profile
 More options Mar 25, 4:08 pm
Newsgroups: rec.games.roguelike.development
From: Narf the Mouse <largemo...@gmail.com>
Date: Tue, 25 Mar 2008 20:08:16 GMT
Local: Tues, Mar 25 2008 4:08 pm
Subject: Re: Custom spell system(s)

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 :) )


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Nate879  
View profile
 More options Mar 25, 8:40 pm
Newsgroups: rec.games.roguelike.development
From: Nate879 <n...@clockwatch.info>
Date: Tue, 25 Mar 2008 17:40:21 -0700 (PDT)
Local: Tues, Mar 25 2008 8:40 pm
Subject: Re: Custom spell system(s)
On Mar 25, 4:08 pm, Narf the Mouse <largemo...@gmail.com> wrote:

Sounds cool, but don't make it overpowered.  'Ball, Make,
Friendly_Dragon' would be way too powerful. :)

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Narf the Mouse  
View profile
 More options Mar 25, 9:00 pm
Newsgroups: rec.games.roguelike.development
From: Narf the Mouse <largemo...@gmail.com>
Date: Wed, 26 Mar 2008 01:00:04 GMT
Local: Tues, Mar 25 2008 9:00 pm
Subject: Re: Custom spell system(s)

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. :)


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
jota...@hotmail.com  
View profile
 More options Mar 25, 10:09 pm
Newsgroups: rec.games.roguelike.development
From: jota...@hotmail.com
Date: Tue, 25 Mar 2008 19:09:03 -0700 (PDT)
Local: Tues, Mar 25 2008 10:09 pm
Subject: Re: Custom spell system(s)
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


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Narf the Mouse  
View profile
 More options Mar 25, 10:16 pm
Newsgroups: rec.games.roguelike.development
From: Narf the Mouse <largemo...@gmail.com>
Date: Wed, 26 Mar 2008 02:16:32 GMT
Local: Tues, Mar 25 2008 10:16 pm
Subject: Re: Custom spell system(s)

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. :)


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
jota...@hotmail.com  
View profile
 More options Mar 27, 3:49 pm
Newsgroups: rec.games.roguelike.development
From: jota...@hotmail.com
Date: Thu, 27 Mar 2008 12:49:38 -0700 (PDT)
Local: Thurs, Mar 27 2008 3:49 pm
Subject: Re: Custom spell system(s)
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 :)

Jotaf


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Narf the Mouse  
View profile
 More options Mar 27, 5:45 pm
Newsgroups: rec.games.roguelike.development
From: Narf the Mouse <largemo...@gmail.com>
Date: Thu, 27 Mar 2008 21:45:35 GMT
Local: Thurs, Mar 27 2008 5:45 pm
Subject: Re: Custom spell system(s)

I like this idea. It is win.

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
End of messages
« Back to Discussions « Newer topic     Older topic »

Create a group - Google Groups - Google Home - Terms of Service - Privacy Policy
©2008 Google