Spells are formed of a set of damage stats, and a two stage behaviour system.
Behaviour 'move' is evaluated until the spell collides with something, then behaviour 'damage' is evaluated until the alive flag is set to false.
In this example the 'move' behaviour is simply a move forward, and the 'damage' behaviour is a small explosion.
In my game spells are not skills or anything like that, instead they are just weapons. They can be crafted. This means that I am intending to allow players to customise the behaviour of the spells they create, hopefully making the spell system more interesting.
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