First game! Exciting!!

I've just committed the Alpha version to GitHub. It's crude and incomplete, but it's working as intended.

The concept is simple: you have four elements (conveniently accessible with the first four letters of the middle row of QWERTY-keyboards) - Aether, Sancta, Destructum and Forza - which you combine into spells. These spell affect you or your AI-controlled enemy: they can hurt, heal, maim, dazzle, slow, poison and much more... well, when it gets complete, that is. Right now, you mostly hurt the enemy and heal yourself.

The main screen is currently minimalistic.

The left-hand triangle is the hero, the right-hand on is the enemy.

Red bars are health. The purple bar is XP (work-in-progress). The green bar is attack timer: when it reaches zero, the enemy attacks you, robbing you of a certain amount of HP. Your HP regenerates slowly with time; enemy's doesn't.

Two gray circles at the bottom are placeholders for elements you're about to cast. You can only cast a spell consisting of two elements at the moment (work-in-progress with up to four elements per spell), and each new element you cast pushes out the older one in the stack: so, the combination of A, F, S and D leaves you with the SD combo ready.

Once the spell is recognized, its name and formula will appear over the element symbols. In later releases it will be accompanied by description and intended effects as well. One the spell is cast (by pressing Space), the element stack clears, so for another spell you'd have to commit two more elements. There's no effect from casting a single element (at the moment?).

The lower blue bar is your mana. Once you cast a spell, its manacost is substracted from your pool. For the sake of comfort, right now it regenerates at a very high rate.

Right now, all spells cost the same and deal the same amount of damage for its kind. There are currently two types of damage effects: attack (direct hit for a specific amount of HP, later to be affected by armor) and bleeding (continuous low-HP damage, currently rendered with a momentarily application of all potential damage due to lack of buff/debuff code). One spell - Stab, DF - combined "attack" and "bleeding" damage, making it the most powerful attacking spell in the game for the moment.

One thing to note about spells: the search by formula doesn't currently work in every way - that is, Forza + Sancta won't be interpreted as Sancta + Forza. This is work-in-progress as well and might chance, unless I decide to forget about real life and develop spells for all possible orders of elements.

List of spells:

    |      SPELL      | FORMULA |         EFFECT        |         AMOUNT        | MANACOST |

+-----------------+---------+-----------------------+-----------------------+----------+

| Sonic Lance | SF | Attack | 5 | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Heal | AS | Heal | 15 | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Bully | FF | Miss Chance* | 20% | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Stab | DF | Attack + Bleed | 5 + (2 * 5 secs) | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Vita Ignia | DD | Bleed + Dazzle* | (2 * 5 secs) + 5 secs | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Barrier Breaker | SD | Damage Amp.* (enemy) | 125%, 5 secs | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Iron Skin | SS | Damage Red.* (hero) | 50%, 5 secs | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Ars Fortis | AF | Damage Amp.* (enemy) | 125%, 5 secs | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Enhanced Strike | AD | Attack | 5 | 5 |

+-----------------+---------+-----------------------+-----------------------+----------+

| Thick Air | AA | Increase Attack Delay | +5 secs | 5 |

* means the effect is work-in-progress

Thick Air, AA, breaks the bar when used. The issue is known and will be resolved in the future releases.

If anything seems outright broken, do let me know or, if you use GitHub, propose a change. Once I figure out how GitHub works, I'll accept the good ones.

Link to the game. On my very personal GitHub page. ^_^

johnnyFive:

Neato. Going forward, how will you distinguish this from Magicka, which uses a similar system?


posted 2864 days ago