QUOTE (Titanhex @ Jan 16 2012, 12:58 AM)
I think used mildly this could be very valuable.
By mildly I mean keep the number of runes small. For every rune you can combine you get like x*x combinations.
So at 3 runes it's 9 possible outcomes.
But at 10 it's 100. That's 100 things to think of.
Even so the more excercise a designer controls over it the better. Just good to find the right balance so the player gets a sense of control and mystery as well.
Systems like these are always a big hit too.
And to be honest this information is value to anyone wanting to design a system like this. Very helpful :3
Obviously we're not limited to spells, but also this can go into puzzles and languages.
see tyahts the beauty though..
you could allow for all combinations so there are TONS of possible combinations
but the symbols are alphabetical
meaning it is NOT random, and as they learn to read it they will definatly feel more involved and the battle more "custom"
even better, since words or phrases are the "key" for each spell, the words for spells can be hidden throught the game, environment, dialogue, etc..
just allow for anything, but make it obvious when they find something.
soon they will learn...
"oh".. this is "er" and this is "a" and this is "th", if i put them together in that sequence its an earth strike.
(or so far as each letetr)
further you coudl allow longer string like "flamestrike" or "tornado"
or easier would be just combing "earth" and "bomb" or something like that so they can "re-use pieces
you could even let them save the piece in a "book" and keep track of the combos.
You may have to help them along at first, but i immagine if you designed it right it would be just easy enough to avoid a rage quit and just hard eough that they they feel they are creating their own innovative solutions.
and here is one, some part of the spell word could be unique per install (ie their registration key gives them a unqie permutation)
fireball = "fireball"
flamwave = "flamewave"
iceball = "iceball"
fireball = "firestrike"
flamwave = "firewave"
iceball = "snowball"
fireball = "sprakshot"
flamwave = "firestorm"
iceball = "freeze"
thsi way users cant tell each other the names of spells, preventing cheating and spoilers
if you are really desperate to prevent spoilers, the registration code would be used to seed a random generator. that way you just have to insert a huge list of possible names forspells, and each user will get a unique version, some may be the same, but it would not be as simple as "figuring out which version you are playing"..
even more desperate, just use so many word the player could never try all the possibilities, make them rely on gameplay and dialogue hint to reveal the words to them,
if you designed the engine, all you would then need to do is have a "secret list"(never let players see it) has a bunch of phrases and their corresponding spells
"fire" - Spell-Animation:57 - Damage [ singleTarget:(fireDMG:20) ] - mana:3 - levelRequired:1
"fireball" - Spell-Animation:58 - Damage [ singleTarget:(fireDMG:30)(explodeDMG:10) ] - mana:5 - levelRequired:4
"flame" - Spell-Animation:33 - Damage [ SmallAre:(fireDMG:10) ] - mana:8 - levelRequired:7
"flamestrike" - Spell-Animation:63 - Damage [ singleTarget:(fireDMG:45) ] - mana:15 - levelRequired:8
"flamewave" - Spell-Animation:89 - Damage [ LargeArea:(fireDMG:30)(airDMG:10) ] - mana:18 - levelRequired:10
I can imagine the systm, the big question is would you build a system that just incude the p[ieces, and the full lyphs for thegood combos, or build an engine capapable of drawing any combination.
I figure when a spell is cast you would want to show the full glyph.
maybe withot the full engine,in bad combos, the piece would just stay individual.. or an animation of all the piece slamming together and bouncing apart, as if "they didnt fit".
I wish I could build such an angine, but thats beyond what my time and resources allow for.
put it in the creative commons, so remeber, you canfeel free to use it andit completly yours, no licence/royalty.