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Spells and Spell Effects

Published February 13, 2011
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Spent some time this evening working out a few more test spells/effects. I'm not making anything official right now, I'm just trying to get a handle on the various effect types, parameters and calling conventions, etc... in order to work out an orderly system that will make it easier to add additional spells and item uses. Just now, I implemented a Healing Cloud spell:
screen1.jpg


Castable from a Healing Stack of Wood (On the TODO list: create a few more icons), the Healing Aura is a ranged effect targeted on the mouse cursor that creates a pulsing blue ground aura and does periodic healing damage to any friendly units in a radius, then vanishing when it's duration is up. By creating test spells like this, I am working out a list of commonly used components. For example, this spell creates an object with 3 components, all of which are reusable for other effects: TimedDestroyComponent, which will merely listen for AddFrameTime messages and decrement a Time To Live counter. When it hits zero, it's curtains for the object; GroundAuraComponent, which is just a simple proxy for an animated entity that sits on the ground decal/shadow layer; and PeriodicAreaHealComponent, which, of course, listens for AddFrameTime messages and pulses a heal out to all friendly units in range when its counter rolls over.

Slowly but steadily I'm hammering out the requirements for these various effects. In the works, I've got an idea for some kind of PartyMemberComponent, which will integrate into the NPC mob AI system as a means of tying specific monsters together into a group. It will act as a proxy for relaying messages between party members: "Help, I need healing!", "Help, I'm being attacked!", and so forth. Should facilitate communication between groups in planned, challenging encounters. More on that as the NPC AI is fleshed out some more.
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Comments

LachlanL
Not really on topic here, but where did you get your current gfx?
February 14, 2011 12:21 AM
JTippetts
Combination of Blender, Sculptris, the Gimp and a few noise functions. The grass, dirt and water tiles I created procedurally using a simple fractal-based generator, the mountains are a perturbed fuzzy disk heightfield mapped with a color curve and imported into Blender as a mesh for rendering. I modeled the trees and wood plank icons in Blender, and the two characters I sculpted in Sculptris, then imported to Blender for poly-reduction, rigging and animating. All the other miscellaneous interface items I made in Blender. Need to do a lot of polishing on the interface, though. It's mostly just quick placeholder stuff. And the healing aura was a quick looping ridged fractal noise multiplied by a fuzzy disk and mapped to a blue color curve. It animates, though you can't tell from the screenshots. Only 8 frames, though, so the cycle is a bit rough.
February 14, 2011 12:46 AM
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