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Magic & Effects Back-End

Posted: Wed Mar 28, 2018 6:02 am
by Interkarma
A more technical look at the back-end of Magic & Effects System in Daggerfall Unity.

http://www.dfworkshop.net/magic-effects-back-end/

Re: Magic & Effects Back-End

Posted: Wed Mar 28, 2018 9:42 am
by Hazelnut
Awesome, very nicely designed and will make it very easy to add new effects into DFU!

Looking forward to working with it and having working potions. :D

I do think that the Magic & Effects system is really just an Effects system... the Magic part is redundant. Magic is implemented using the effects system, but is not intrinsic. Just a minor naming nitpick.. please ignore me. :D

Re: Magic & Effects Back-End

Posted: Wed Mar 28, 2018 9:58 am
by Interkarma
Cheers! :)
Hazelnut wrote:
Wed Mar 28, 2018 9:42 am
I do think that the Magic & Effects system is really just an Effects system... the Magic part is redundant. Magic is implemented using the effects system, but is not intrinsic. Just a minor naming nitpick.. please ignore me. :D
I actually agree with you there. The reason I settled on "Magic & Effects" was to retain that figurative link to the system most users will associate it with. When I started talking about effects early on, I had a few people who were confused what I meant. Someone even suggested that I try using shaders. :D

I feel the naming convention, muddy as it is, should help people make that intuitive leap and understand the broader context of the systems involved (here's hoping anyway).

Re: Magic & Effects Back-End

Posted: Fri Mar 30, 2018 6:07 am
by King of Worms
Very interresting article, thanks for the update! Im not gonna pretend I understood it all, but ive tryed ;) it will be epic when this part is set and working.

Also, DFU seems to be the best "remake" of the all tes series which r actually being worked on. Quite a achievement for a project started by a solo dev!

Damn I love this game! :) Best wishes to all the contributors and forum crawlers!