Elemental System!
Before I talk about what I've done for this week I want to set some goals for next week!
- Work on the charged spell effect, maybe have it launch a stronger spell?
- Implement the rest of the elemental spells and particle systems that are not already made.
- Start layout for bridge section?
Between this project and my self teaching of unreal blueprints I have a lot to do!
Elements!
This weeks was mainly spend on making the particle effects for the elements in the game and writing the code for it.
At first I had a placeholder system that used a ton of bool's which was hard to manager and a clutter so I thought of a better system!
In total there will be 5 elemental spells you can use, and each of them effects the enemies element system.
The element system works on a float value, each element adds or subtracts a different number from the total float. If the character reach more than 3, or less than -3 the enemy takes extra damage!
Every time the enemy's element float isn't 0 a timer starts, after 5 seconds it goes back to 0 and turns off any effect they have. By doing this I hope to make the player have to think fast on how to combo each spell.
- Ice | -2 to the element float (WIP effect)
- Water | -1 to the element float (WIP effect)
- Rock\Mud | resets element float to 0 (Effect not started)
- Fire | +1 to the element float
- Lightning | +2 to the element float
Using this system the elements can interact with each other, like water + fire gets put out, water + lightning sets the character on fire. and so forth.
Examples in gameplay
Effects on enemies
Water + Cold adding up to 3 ending the effect
Get Mage Runner
Mage Runner
A fun little platformer isnpired by games such as Rainworld, and Astortion
Status | Prototype |
Author | Smug |
Genre | Platformer |
More posts
- Prototype launch and future of the project.Jul 01, 2024
- Updated Visuals + AudioJun 29, 2024
- Post break warm upJun 21, 2024
- UI implementations and testing charge attackJun 09, 2024
- Small Updates to existing systemsJun 02, 2024
- Small updates to scope and mechanicsMay 19, 2024
- Working on new rooms and testing out camera typesMay 11, 2024
- Learning IK and a new mechanic!May 04, 2024
- A New room! (dev log 4)Apr 27, 2024
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