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Post by magma on Mar 31, 2013 13:22:16 GMT -8
reading the 'Suggestions and questions' thread about customizing the game assets, i searched in the assets for the materials, hoping to be able to make a new material from scratch... but to no avail.
so the effects of different materials are hard-coded in the game itself or aren't i just looking hard enough?
the material i hoped to make was a proximity trigger, keeping a magic bolt alive and quickly decelerate to a stop, mid-air (unless a movement altering material is applied). the first enemy in range would get damaged by the spell. Higher grades have increased ranges and more active bolts.
on robes, it would allow you to shift your screen with the cursor, like having a scope on your wand. Higher grades allow you to look even further into the distance.
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Splininka
Magicmaker Developer
Game Designer
Posts: 7
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Post by Splininka on Mar 31, 2013 15:50:55 GMT -8
Currently all the effects are hard coded into the game. The assets are used for balance tweaks so you wouldn't be able to achieve such a dramatic change in a spell without changing the code.
Since we are writing the game from scratch, we aren't nearly as mod-able as games that are built on existing engines.
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Post by Anon on Dec 23, 2013 4:12:51 GMT -8
Just think of it this way, to make a material you would have some effects to choose from, like for example it being a beam plus splitting the beam. This is exactly what the spells are, just start to think of the left-click spell as a material, and the same with the two right-click ones and you have what you wanted.
Something I actually want added is a way to mod the game like being able to make your own codes for materials and have some kind of workshop where you could upload it so other people could add it to their game too. That would be rad, but as I know almost nothing about what types of codes you use and coding in general I have no idea how hard it would be to add.
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Post by Anon on Dec 23, 2013 4:13:32 GMT -8
Now that I think about it, that's almost the same as what OP had in mind.
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Dec 23, 2013 14:42:15 GMT -8
If we had built the spell system on lua or some other scripting system, this would have been pretty easy to put in (and someone clever would probably be able to put it in themselves), but since the spell system is hard coded in you'd need to actually dig into the actual code to do this kind of stuff.
It'd take several months of work to remake the system from the ground up in order to make it mod-able.
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