Home Artists Posts Import Register

Content

Basic spell casting is in game and working finally!  I set casting to the 'C' key by default.  On the current testing spells press and hold to charge and then release to cast.  Spells can be cast without having any ready in the player's hand or they can be cast while they player has a weapon equipped.  It's pretty much the casting system from Oblivion.  In the video you can see the fireball spell working and then I apply damage to the character and cast the healing spell a few times.  Visual FX and damage / healing amounts can be assigned per spell and have the ability to scale based upon spell charging time.  I need to make some proper animations and visual fx (the bloom is way too heavy on the fireball casting right now).

Other than that I am starting to put stuff back together for the next build.  Getting spells in game was a major goal.  Goblins now have a first pass on audio on all of their scenes.  The minotaur standing scene animation just needs to be exported, put into game, and then set up.  There's a bunch of other stuff and also how much of the new dialogue and questing stuff I want to try and squeeze in.  I'm hoping to have at least the intro quests ready to go for the build but that means it's going to be a bit longer before the release.  I really appreciate everyone's patience!  I should get faster at writing dialogue and scripting quests as I get more practice and iron out some more bugs.   

So there are 2 options - I can cut the quest and dialogue stuff and do sort of a half build and probably get that out by the end of this month -or-  just keep plugging away at things and hopefully get the release next month with quests and dialogues implemented.  Doing the half build will ease my guilt but take up a couple of days just getting the build together and working and take away that time from directly working on the build.  If you feel strongly one way or the other let me know in the comments or a message!  

Oh and feedback on the spellcasting stuff is totally welcome too.  Especially handling hotkeys.  It's a little awkward to cast with the 'C' key but I couldn't come up with a better alternative yet.   I'm also hoping to add spell strength modifiers at some point that will be increased or decreased based upon the player's armor, if they are holding a weapon or not, and what type of weapon it is.  The idea is so then a pure spell caster would have their hands free while a barbarian warrior could still use their two handed sword and cast spells to heal themselves even if it's at a slight disadvantage.  

Files

casting 02

Watch and share Casting 02 GIFs on Gfycat

Comments

No comments found for this post.