Spells: Front-End Graphics
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Spells: Front-End Graphics
My first article in series about spell development in Daggerfall Unity shows the build-out of casting animation and missiles.
http://www.dfworkshop.net/spells-front-end-graphics/
http://www.dfworkshop.net/spells-front-end-graphics/
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- Posts: 64
- Joined: Tue Feb 06, 2018 6:06 am
Re: Spells: Front-End Graphics
That's a really insightful look into the process. From the sounds of it, it sounds like it's going smoothly so far too. Correct me if I'm wrong!
Out of curiosity, because I'm yet to attempt a mage build in Daggerfall cos that spellcasting system scares me (lol), how many spells are there in Daggerfall?
Out of curiosity, because I'm yet to attempt a mage build in Daggerfall cos that spellcasting system scares me (lol), how many spells are there in Daggerfall?
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Spells: Front-End Graphics
All going smoothly so far, but this is still the easy end of the process.
There are about 100 "circinate" spells (default spells sold by the mages guild). The player can make any number of custom spells as well.
Spells aren't the most interesting part though, they're just carriers for one or more effects. These are the business end of Daggerfall's spells, potions, magic items, etc. An effect is an atomic operation usually carried out on an entity (e.g. enemy or the player). An example of an effect is "damage health" or "cure poison". You can see a full list of effects and circinate spells here.
I'm setting up a unified way to script effects in C#, as this is the most flexible and powerful way to script them in this project. I originally looked at using a special-purpose scripting language (like the quest system), but kept hitting limitations and creating work for myself. At the end of the day C# is most flexible and can work with the existing mod system already. There'll be more on adding custom effects later as magic system matures.
Daggerfall Unity will also use effects with other systems like diseases and advantages/disadvantages. Basically anything that can operate upon an entity by changing stats, altering incoming damage, causing damage, and so on will be considered an effect. Coupled with the mod system, it should make for some interesting possibilities down the road.
For now, I'm just focused on rebuilding core effects and setting up spell system.
There are about 100 "circinate" spells (default spells sold by the mages guild). The player can make any number of custom spells as well.
Spells aren't the most interesting part though, they're just carriers for one or more effects. These are the business end of Daggerfall's spells, potions, magic items, etc. An effect is an atomic operation usually carried out on an entity (e.g. enemy or the player). An example of an effect is "damage health" or "cure poison". You can see a full list of effects and circinate spells here.
I'm setting up a unified way to script effects in C#, as this is the most flexible and powerful way to script them in this project. I originally looked at using a special-purpose scripting language (like the quest system), but kept hitting limitations and creating work for myself. At the end of the day C# is most flexible and can work with the existing mod system already. There'll be more on adding custom effects later as magic system matures.
Daggerfall Unity will also use effects with other systems like diseases and advantages/disadvantages. Basically anything that can operate upon an entity by changing stats, altering incoming damage, causing damage, and so on will be considered an effect. Coupled with the mod system, it should make for some interesting possibilities down the road.
For now, I'm just focused on rebuilding core effects and setting up spell system.
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- Posts: 64
- Joined: Tue Feb 06, 2018 6:06 am
Re: Spells: Front-End Graphics
Sounds good man. I hope it continues to go smoothly for you!
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: Spells: Front-End Graphics
And thanks for updating the roadmap! I know there's still a lot of work to be done, but it's nice to see all those tasks in green. Amazing progress thanks to Interkarma, Hazelnut, Allofich, and all the other regular contributors!
- EpicSpellsword404
- Posts: 50
- Joined: Mon Sep 21, 2015 12:26 am
Re: Spells: Front-End Graphics
Neat. Excited to see the next post.
- RH666
- Posts: 48
- Joined: Mon Feb 12, 2018 6:07 am
- Location: Koegria
Re: Spells: Front-End Graphics
I'd like to echo this comment, it really is great watching the roadmap get filled in. Seeing what the passionate folks here are cooking up, both in restoring the game and improving it with mods is really heartening for someone who fell in love with this flawed diamond of a game at release.Mike wrote:And thanks for updating the roadmap! I know there's still a lot of work to be done, but it's nice to see all those tasks in green. Amazing progress thanks to Interkarma, Hazelnut, Allofich, and all the other regular contributors!
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- Posts: 64
- Joined: Tue Feb 06, 2018 6:06 am
Re: Spells: Front-End Graphics
I must mirror all these sentiments!RH666 wrote:I'd like to echo this comment, it really is great watching the roadmap get filled in. Seeing what the passionate folks here are cooking up, both in restoring the game and improving it with mods is really heartening for someone who fell in love with this flawed diamond of a game at release.Mike wrote:And thanks for updating the roadmap! I know there's still a lot of work to be done, but it's nice to see all those tasks in green. Amazing progress thanks to Interkarma, Hazelnut, Allofich, and all the other regular contributors!
- paladin181
- Posts: 13
- Joined: Sat Jan 20, 2018 2:09 pm
Re: Spells: Front-End Graphics
Ho wow. That's incredible!!!