Game Development Community

Spells?

by Marcus Fernstrom · in Torque Game Engine · 04/10/2009 (6:49 am) · 11 replies

I'm thinking about spells and how to make things look decent..

I'm not used to working with particles, so I had an idea about making DTS shapes for various spells in the casting-phase and then a projectile with particles and stuff for the release/attack of the spell.

The DTS would be set up around the player with lots of stuff invisible and maybe add some particle effects and light-effects to make it look decent.

Any thoughts on that?

Most spell-systems I've seen around here are mostly just projectiles and sometimes a somewhat simple way to make new "spells" with various functions.

One that I implemented just to try it out has a "fireball" that isn't much more then a copy of the crossbow projectile that fires based on energy instead of normal ammo, but it doesn't look like much, it just... fires. (Well, I modified it a lot so it doesn't look much like the crossbow projectile anymore, but still doesn't have any type of "casting-effect")

#1
04/11/2009 (9:09 am)
No takers?

Bah, what's with you people? No RPG fans around? :D
#2
04/11/2009 (9:22 am)
Since you don't want particles, I am guessing AFX is out of the question...

I am sorry, but you will most likely need to use particles for that. It seems like you would otherwise not be able to make realistic magic.
#3
04/11/2009 (9:26 am)
I don't mind particles for the actual projectile (Or whatever else is part of the visible spell), I was just thinking that it would be nice with something that plays when you are preparing/casting the spell, just before you actually fire it.

I've seen some screenshot of AFX, and I was also wondering how they made those effects on the ground and if someone has made anything like that as a resource?
#4
04/19/2009 (3:38 am)
Try downloading the AFX demo and have a play, Its Ideal for spell casting type games, it also opens up a more rpg control system and taskbars.

I would recomend AFX :-)
#5
04/19/2009 (11:49 am)
I've seen demos of AFX and it's without a doubt impressive.

But I'm more curious about implementing some things myself, resources, mods, changes, etc. instead of buying a package like AFX.

Particles are not out of the question, and I've been thinking about some things that would look theoretically really neat, be somewhat easy on the cpu (compare to purely particle-based things, AFX or "home made") and not all that complex to make.
#6
04/19/2009 (12:52 pm)
the items in AFX are very much worth the price. Its been tested and Ill attest to jeffs work, unless your looking for some specific solution. AFX is a ready made tool set, with alot of examples. It would take you a bit of time to replicate all the features that are integrated into AFX. And you wont find any resouces that incompasses all the ingrediants of AFX.
#7
04/19/2009 (5:56 pm)
Oh I'm sure AFX is great.

But I'm thinking about stuff and ideas that *are not based on AFX*

Like I've said before in this thread, I want to look at spells in a different way instead of just plain normal particles and projectiles, and not a pre-made package like AFX.
#8
04/19/2009 (6:45 pm)
you totally missing the function of AFX, you dont have to use the "prepackaged spells" but you can take the functions for example AFX improved the particle system by adding several shapes , sphere, cone, directional particle flows, or putting particle projectors along a path. Thats a handful of the enhancements, then throw in the Zodiac System, which are basically decals which can be used in a large number of manners. then there is the DTS stuff allowing you to make dts objects mooring to points in space. These are just a few of the enhancements. Folks see the afx and think oh wehave to use this really complex spells, which look awesome, but they forget, hey we canuse the individual parts to make the effects we require. KISS is a term folks should remember. dont over think it. For the price you pay, consider that Jeff also integrates alot of bug fixes as well that arent in the standard releases.
#9
04/20/2009 (5:17 pm)
Marcus,

How about creating a particle emitter during the start of casting, at the player location, like suddenly green fire blazes around Player, then the projectile fires (more green fire) and delete the particle emitter to show the spell ending.

Just a thought. Long day. Maybe a better post tomorrow.

Update:

Here's another though..

Paste a decal to the ground at the Player location, a big yellow sun decal, or a deep blue star, whatever. Still just throwing out ideas. Is this helping at all, or am I way off base here.

Tony
#10
04/21/2009 (1:10 pm)
yah, of course if your using AFX, you just use the Zodiac system, which is already setup, no coding involved. or he particle system that lets your light a circle of particle emitters and move them dynamically :)
#11
04/24/2009 (8:54 pm)
It's all helping, thanks guys.

I've just been trying to think outside of AFX and simple projectiles.

AFX looks really nice and I don't have a problem with it, I'm so not anti-afx :P

Just been trying to come up with neat nice-looking effects without it.