Daggerfall Unity's First Real Spell
Posted: Sat Apr 14, 2018 6:29 am
Not enough here for a full blog post, but it's a milestone all the same so I decided to make a forum post instead.
I've just finished up all major parts of spellmaker UI, including the plumbing between effect system and new external text tables. It might not look like much right now, and you can't do anything with it yet, but this is the first real spell created inside of Daggerfall Unity.
The next step from here is saving spells into player's spellbook, complete wiring up casting front-end, and EntityEffectManager executing effects against target entity. I'm hoping the player will be able to hurl around custom spells within the week.
All spell costs (both gold and spell points) will be free during the build-out and testing stages. Sometime before stable 0.5 release all of the free test spells will be wiped from the player's spellbook and proper costs implemented. Until then, you'll be able to go nuts and build insane spells you could never cast in the game under normal constraints. Enjoy the test stage while it lasts.
The first three magic effects to be completed will be Continuous Damage for Fatigue, Health, Spell Points. These will be the only effects for a little while as I add more "glue" between all the systems. By the time I'm done with this stage, I can begin building out the various classic effects in earnest. This is where things get a lot more fleshed out and starts to resemble the real deal in every way.
I've just finished up all major parts of spellmaker UI, including the plumbing between effect system and new external text tables. It might not look like much right now, and you can't do anything with it yet, but this is the first real spell created inside of Daggerfall Unity.
The next step from here is saving spells into player's spellbook, complete wiring up casting front-end, and EntityEffectManager executing effects against target entity. I'm hoping the player will be able to hurl around custom spells within the week.
All spell costs (both gold and spell points) will be free during the build-out and testing stages. Sometime before stable 0.5 release all of the free test spells will be wiped from the player's spellbook and proper costs implemented. Until then, you'll be able to go nuts and build insane spells you could never cast in the game under normal constraints. Enjoy the test stage while it lasts.
The first three magic effects to be completed will be Continuous Damage for Fatigue, Health, Spell Points. These will be the only effects for a little while as I add more "glue" between all the systems. By the time I'm done with this stage, I can begin building out the various classic effects in earnest. This is where things get a lot more fleshed out and starts to resemble the real deal in every way.