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spellbook system

Fri, 17 Aug 2007 14:23:30

RambOrc

1) The basic option for both the Mage's spellbook and the Cleric's scrollcase is to use them as place to collect spells the character learned and you can simply browse them and assigne them to hotkeys (resp. directly cast one from the spellbook if you want to use it only once and not "equip" it). 2) Another option is to extend the concept, e.g. - the Mage's spellbook would contain the spells, but you have to memorize those you want to use, i.e. to assign a spell to a hotkey you need to be at certain specific places like a library so you can sit down in peace and memorize the spell (at which point it's available from the hotkey for unlimited casting). - the Cleric's scrollbook contains scrolls he can use by reading the spell aloud, after that the scroll is empty again. When he is in a library or monastery or whatever he can copy spells on those scrolls again. Or another possible option would be that when he reads a scroll, it's gone and he can get new scrolls from the library, and he has a limited number of scrolls to use. However, I feel that option 2 is rather too complex/cumbersome for a quick-paced FPS-style game like Korax RPG. Maybe we could use 1 and add a bit of RPG touch by allowing you access to a big library for the Mage and a monastery for the Cleric where they can choose from a lot of spells, but only learn a limited number per levelup. Feel free to bring completely different ideas as well.
Fri, 17 Aug 2007 14:54:20

Crimson Wizard

[quote="RambOrc":2eq9es76]Maybe we could use 1 and add a bit of RPG touch by allowing you access to a big library for the Mage and a monastery for the Cleric where they can choose from a lot of spells, but only learn a limited number per levelup. I think that's the best idea. Perhaps I won't vote for it (since usually I love to have many spells for all possible cases), if not the old RTS I encountered a month ago. It is "Magic&Mayhem", maybe you heard about it, it is a tactical real-time strategy, where you control a mage and pass missions. Mage's spells are got by combining amulets (that are gained by spending experience points) and alchemic elements, that a gathered during some missions. There are 3 types of amulets (law, chaos and neutral), and depending on one in which you place current element you got unique spell. More than that, you may choose spells only BETWEEN missions. So there are lots of possible combinations, and not every combination of spells appear suitable for current mission, so you have to think of your tactics. I liked that very much, so I think it'd be good if KoraxRPG will introduce similar need to choose equipment (and spells) carefully (in some, let the easiest, way) to be more effective at each single stage.
Fri, 17 Aug 2007 15:06:41

RambOrc

I'm familiar with the concept, it exists in other games too. These games however only allow you to take a certain set of abilities/spells into each scenario, whereas in Korax RPG I want the player to have everything he already acquired at his disposal at any given time. I guess that means assigning hotkeys to existing spells could take place anywhere, whereas learning new spells could be only done in certain places. A different possibility is of course to have spells have a certain level requirement, meaning until you reach lvl 20 you can't learn that spell. This would give RPG fans a wider range of spells than FPS fans, since the latter would reach much lower levels by the end of the game.
Fri, 17 Aug 2007 22:53:30

Firebrand

I personally like the first option Ramborc described, it's simpler and makes it easy to cast spells while in battle, we could maybe add an option to change slots for certain spells, or make spells that can be "replaced" by the player at will, that's the only thing I think would be cool to add <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 18 Aug 2007 16:21:20

The 4th Class

No prefs from me, just as long as player can create his own spells I'm a happy boy! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I like creating my own spells <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 18 Aug 2007 16:24:00

Crimson Wizard

Uh-oh. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Spellmaking? I think it is too much for an FPS/RPG. It will totally ruin the concept.
Sat, 18 Aug 2007 16:25:17

Firebrand

Besides, even when we have lots of spells, a system such as that would be VERY limited IMO.
Sat, 18 Aug 2007 16:31:47

The 4th Class

Ok then, there will be no spellmaking. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 18 Aug 2007 16:44:44

Crimson Wizard

Heh, there still will be coding-time spellmaking <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I mean, if you have ideas for spells, you may tell them an good ones will be put in game.

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