Customizable spell system idea - 3 Value system



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    Reasoning:

    The current spell system is in my opinion very boring, and doesn’t leave much room for the different play styles that the players have. Since there already is an element system implemented and there is a fair amount of spells implemented, makes this system a lot easier. This system is meant mostly for offensive, defensive and buff spells, and not utility spells, such as Teleport(Wizard) and Hover(Cleric). This system could also be expanded to the other classes. But I have chosen to focus most of my attention on the classes Wizard and Cleric since they are mostly magic based. Since this game is based on Unreal Engine, gives a lot of possibilities when it comes to the creation of particle systems, and the runtime editing of spell effects. Though I understand that this system wouldn’t be something that could be put together in an afternoon. Even though I would love to be proven wrong. The simple implementation of this system could be to take the current spells and changing the colour to the element used under the spell creation.

    The idea:

    The idea of this system is to give the player a lot of flexibility to choose different play styles, and let the player customize what spells the player used, but its limited to only 6-8 spells in total.

    TL;DR - Explanation

    The player can choose one of the 11 different spell-bases. Then choose one of the different elements to create the spell from, and lastly spend the points in 3 categories. Power, Size and Range. And that’s the spell done, and it’s ready for use in a dungeon/PVP. “Some spell-bases may be lock due to class selection. Outlined below”

    Spell types / spell-bases:

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    Spell crafting:

    The main 3 components are Power, size and range. Depending on the spell being crafted it they will take on different properties.
    The different spell components have a cost the each of the power tiers:

    • Tier 1: 1 point
    • Tier 2: 2 point
    • Tier 3: 3 point
    • Tier 4: 4 point
    • Tier 5: 5 point
    • Tier 6: 5 point
    • Tier 7: 5 point
    • Tier 8: 5 point

    Fully maxed in power would cost a total of 30 point, which would give an excess of 20 point for the other components in the spell creation.

    “Side-note: Each level the player gains would give one point”
    Remort system implementation: Players would keep the spent points in the crafted spells, and make them available for upgrading, when the player levelled up. The player would also be given access to multi-base spell creation, ie. a ray-missile combination or Ground-orb. (Still locked to single element)

    Example 1: Simple healing spell.

    Class: Cleric**
    As a base you would need the target/self spell-base. The element would be the Holy element. Add the desired amount of point in each of the stats. Power, Size and Range.

    Example 2: Simple fireball spell.

    Class: Wizard**
    As a base you would need the projectile spell-base. The element would be the Fire element. Add the desired amount of point in each of the stats. Power, Size and Range.

    Class play styles ideas

    Wizard – full spell spec
    Only using offensive spells.

    Wizard –Battle mage
    Weapon buffing

    Wizard – Support mage
    Weapon buff and Armour

    Cleric – Main healer
    Full healer spec only healing spells

    Cleric – offensive healer
    A mix of both offensive and healing spells.

    Cleric – Shadow-Cleric
    Only offensive spells.

    Concept idea for classes/spells
    Cleric – Necromancer / Wizard – Summoner
    As there already is made some creatures such as, the golem in the lava dungeon and the living dead to the north of the map. The Cleric could spec up to summon some ghouls, living dead or void beings. but would give up on most healing spells. The Wizard could summon monsters such as a lava golem, lightning entities or ice golems. but would give up on armour spells.

    Spell-Bases

    Self:

    This spell-base is meant for you to able to target yourself, give yourself a buff, shield or heal.

    Stats meaning:
    Power:

    • Holy: More healing
    • Armour: More damage, when enemies hit the player.

    Size:

    • For armour: Increase the chance for the amour effect.
    • Holy: Increase the chance for heal over time.

    Range:

    • For armour: Increase the duration of the armour effect.
    • Holy: The amount of the heal over time buff.

    Usable elements:

    • Holy – Healing and healing over time
    • Lightning – Lightning armour: Shock damage, small chance to stun enemies on damage
    • Fire – Fire armour: Fire damage small chance to set enemies on fire.
    • Ice – Ice armour: Ice damage upon enemy hit apply slowing effect.
    • Nature – Nature/stone armour: Melee damage resistance.
    • Light – Creates a light source for the player.

    Target:

    This spell-base is meant for you to able to target your allies, give your allies a buff, shield or heal.

    Stats meaning:
    Power :

    • Holy: More healing
    • Armour: More damage, when enemies hit the player.

    Size:

    • For armour: Increase the chance for the amour effect.
    • Holy: Increase the chance for heal over time.

    Range:

    • For armour: Increase the duration of the armour effect.
    • Holy: The amount of the heal over time buff.

    Usable elements:

    • Holy – Healing and healing over time
    • Lightning – Lightning armour: Shock damage, small chance to stun enemies on damage
    • Fire – Fire armour: Fire damage Ice –
    • Ice armour: Ice damage, upon enemy hit apply slowing effect.
    • Nature – Nature/stone armour: Melee damage resistance.
    • Light – Creates a light source for the player.

    Weapon:

    Targets a weapon. (Not fully planned out) Thinking weapon buff (weapon based battle-mage) or the clerics smite

    Shield:

    Creates shield in-front, or around you.

    Stats meaning:
    Power :

    • The amount of damage that can be absorbed by the shield

    Size:

    • The size or the shield

    Range:

    • The shape of the shield- from just a shield in front of the player to a full hemisphere.

    Usable elements:

    • Light – Creates a shield made of light in front of the player to absorb incoming damage .

    Orb:

    Creates an orb in front of you.
    Stats meaning:
    Power :

    • Amount of damage / healing

    Size:

    • Increasing the duration.

    Range:

    • The range at which the orb can heal players or damage enemies.

    Usable elements:

    • Holy – Place down an orb that heals nearby players.
    • Lightning – Does damage to nearby enemies, small chance to stun enemies.
    • Fire – Does damage to nearby enemies.
    • Void – Does damage to nearby enemies, small chance to blind enemies.
    • Death – Does damage to nearby enemies.
    • Ice – Does damage to nearby enemies, small chance to slow down enemies.

    Call down / Meteor:

    Stats meaning:
    Power :

    • Amount of damage done on impact.

    Size:

    • Increasing the size of the impact area.

    Range:

    • The range at which the spell can place.

    Usable elements:

    • Lightning – Does damage to nearby enemies, small chance to stun enemies.
    • Fire – Does damage to nearby enemies.
    • Void – Does damage to nearby enemies, small chance to blind enemies.
    • Death – Does damage to nearby enemies.
    • Ice – Does damage to nearby enemies, small chance to slow down enemies.

    Ray

    Creates a long beam of the chosen element doing damage to all enemies in its path but doesn’t go through them, or heal all allies in its path.

    Stats meaning:
    Power :

    • The amount of damage.

    Size:

    • The size of the beam

    Range:

    • The range at which the beam can hit.

    Usable elements:

    • Holy – Healing beam.
    • Lightning - Lightning damage to enemies.
    • Fire –Fire damage to enemies.
    • Void – Void damage to enemies.
    • Death – Death damage to enemies.
    • Ice – Ice low damage to enemies, slowing enemies down.

    Projectile

    Hurls a projectile of the chosen element at an enemy.

    Stats meaning:
    Power :

    • The amount of damage.

    Size:

    • The size of the projectile, making targeting easier.

    Range:

    • The range at which the projectile can hit.

    Usable elements:

    • Fire – Fire damage
    • Void – Void damage
    • Death – Death damage
    • Ice – Ice damage
    • Nature – nature damage

    Wall

    Creates a wall of the chosen element, damaging enemies walking through it.

    Stats meaning:
    Power:

    • The amount of damage.

    Size:

    • The size of the wall.

    Range:

    • The range at which the wall can be placed.

    Usable elements:

    • Lighting – Lightning damage
    • Fire – Fire damage
    • Void – Void damage
    • Death – Death damage

    Missiles

    Hurls a cluster of smaller missiles that seeks out a target.

    Stats meaning:
    Power :

    • The amount of damage.

    Size:

    • That amount of missiles.

    Range:

    • The amounts of seeking the missiles do.

    Usable elements:

    • Lightning - Lightning damage to enemies.
    • Fire –Fire damage to enemies.
    • Void – Void damage to enemies.
    • Death – Death damage to enemies.
    • Ice – Ice low damage to enemies.

    Ground

    Places a circle on the ground.

    Stats meaning:
    Power :

    • The amount of damage/healing.

    Size:

    • The size of the circle

    Range:

    • The range at which the circle can be placed.

    Usable elements:

    • Holy – Healing players standing in the circle.
    • Lightning - Lightning damage to enemies in the circle.
    • Fire –Fire damage to enemies in the circle.
    • Void – Void damage to enemies in the circle.
    • Death – Death damage to enemies in the circle.
    • Ice – Ice low damage to enemies, slowing enemies down.

    For en easy to read document i have made this
    https://drive.google.com/file/d/0B0bVvcfzqMdrZ080M2I1STBRUnc/view?usp=sharing


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