Tomorrow I’m travelling for a couple of days, so today I wanted to accomplish a bit so tomorrow can be a smaller task... Went from 5 implemented spells to 16 implemented spells out of a total of 34 planned!! 18 left to go :D
Using the spell pieces I already had in hand it was easy to put them together. I downloaded a whole bunch of particle FX packs and went to work mixing and matching them.
First Firebolt, a bolt of fire, almost a little laser of fire. It deals piercing damage. For that I added a “Piercing” variable on SpawnProjectile, so I can set on the spreadsheet whether the damage will stop on the first character or not. I also tweaked my AlertManager’s World Alert to be able to do the damage numbers with a cool arcing animation :)
Fireball is just a regular projectile, at least for now, not sure if it will gain new abilities later... who knows.
Fire Storm is pretty badass. A bunch of fire balls falling from the sky into the desired location. For this one I added a variable called “Rain” to the spawn projectile. If it’s true it will pick a random position above the desired spawn location, spawn the projectile there and direct it to the original spawn position. Boom, raining projectiles!
First of the water spells, water bolt is a little ball of water. Straight up regular projectile.
Ice shard is a shard of ice, regular projectile as well, maybe it should be piercing like fire bolt?
Make it Rail is the badass ice counter-part to Fire Storm :D being impaled by those ice shards must hurt.
Ice Cubed I showed yesterday, but here it goes again for completion’s sake. Today I implemented “allies / enemies” system, so it now only affects enemies :) For that I added a couple variables to the apply effect piece. “ApllyToEnemies” and “ApplyToAllies”.
Electric Bolt is a regular projectile, a ball of electricity.
Chain Lihgtning is another regular projectile (for now). Later on it might branch off to hit other enemies in range of the initial one.
And lastly the 2 Lightning attacks that I made a couple of days ago.
Rock Bolt is a regular projectile, a little rock ball with a trail of dirt.
Big Rock is a bigger/more damage version of it :)
I changed the ApplyEffectTo so it also works without any other pieces. If no other pieces are present it will just apply on its own position, and if the “Range” variable is 0 it will apply the effect to your own player only. I also added a Percent variable to control how much percentage the effect will affect, if it’s an effect that uses percentages like those two. It also now considers whether or not to apply to enemies or allies. As you can see below, Encourage was only applied to my ally training dummy besides my own player.
Healing is also implemented now. It’s literally applying negative damage with a “TakeDamageEvent”. When damage is negative I understand it’s healing and don’t do any of the hurt-specific things, instead I call OnHeal event and change the color of my damage numbers to green.
That’s it for now :D Today was very productive! Tomorrow should be a quick task, but soon I’ll be working on the enemy AI to get to a playtestable stage ^^