New to this category? Start here: Overview
Part of the scope of the design is that the game revolves around magic specifically, and the animations of the character reflect that. As the animations are expected to be tailored to the kind of movement needed to create impact in spell casting, this means that unlike for example Terraria, the character has no separation between body parts, so you cannot do things like:
- Visibly holding items
- Using an item and walking/running
However, because each animation is individually drawn, this means that the best idea is to re-use animations for as much as possible, and the difference between spells will be mostly down to their particle effects and sprites animations layed over the character animation.
For example, the fire punch spell:
The punching action could be re-used for other things. The effect (in this case the fire) would be swapped out, creating a different spell, including things like range.
This also means it doesnβt make much sense to use a tool like a pickaxe. Instead, Iβve so far implemented it like this:
And theses two are now part of the new hotbar:
However, there will be some thinking to do because part of the point will be about synergies between spells, so being able to quickly switch will be important, and for that maybe a hotbar is not the ideal way.
There is also now auto-saving and chunk loading, so walking really far left/right/up/down is now possible.
Creatures
Iβm not sure what this is since I just went with whatever happened while drawing it, but here we are; this is currently a non-hostile (defensive) creature:
The plan for itβs behaviour is that it will mostly hang around dirt. It will occasionally dig. It will have the ability to burrow through dirt and will hide underground during night time. Its elemental affinity is earth, and it has a defensive spell that uses dirt-based attacks. Itβs not intended as an enemy, but you can still hurt it and it will defend itself if cornered.
Plan
To properly evaluate how things will go together, and what needs to be added/improved, the goal is to implement the basic of all important systems this means:
- [β] Lighting
- [β] Basic Movement
- [β] Walk Left/Right
- [β] Jump
- [β] Go down when standing on platform
- [β] Dash
- [β] Mining
- [β] Mining Walls
- [β] Placing blocks
- [β] Placing walls
- [β] Basic World Gen
- [β] Falling Sand Engine
- [β] Hotbar to switch between spells/items
- [β] Inventory and Inventory Management
- [β] Sound Effects
- [β] Music
- [β] Health Bar
- [β] Trees
- [β] Wood Platform
- [β] Wood Door
- [β] Dying
- [β] Crafting
- [~] Basic combat spells for one element (Fire):
- [β] Basic L/R attack spell (Inferno Punch)
- [β] Down attack spell (Inferno Pound)
- [β] Flying Kick attack spell (Flame Kick Burst)
- [β] Projectile spell (Flame Shot)
- [β] Attack into Escape spell (Flame Propulsion)
- [~] Hostile Enemies (1/2)
- [β] Game Zoom (to handle different resolutions)
β 18/21
And important issues I need to fix:
- [β] messed up tiles/text on certain hardware
Symbols:
- β = implemented
- ~ = in progress
- β Not yet started
The intention is not to fully implement these, only to implement something for it, so that it exists.