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. ^_^
Sounds awesome! First try and I noticed that I am not able to fire the spell with spacebar. I am able to input the spell combinations and see the spell that is chosen but the spacebar does not lead to a reduction in the health of the opponent and no reduction of mana is seen. I am on Chrome Version 50.0.2661.102 (64-bit) and OSX El Capitan 10.11.15 If you need more info, let me know
As of early Alpha, I suspect this to be the issue. To test this, open Developer Console (Ctrl + Shift + I on Windows, or open context menu onto any point of the page and click "Inspect Element"). Now click outside of the console, get some formula not as it's listed (for example, type F and D instead of D and F) and press Space. If the console logs "Not enough mana", this is the case. Let me know whether it is. I'm currently looking for ways to make the search engine capable of figuring out what formula is used by trying all possible combinations. In other words, once I'm back to working on Weaver - pushing it towards Beta, that is - this will be solved quite quickly. EDIT: as of Alpha 01 (released 07/07/16) the search issue is resolved.the search by formula doesn't currently work in every way - that is, Forza + Sancta won't be interpreted as Sancta + Forza.
Neato. Going forward, how will you distinguish this from Magicka, which uses a similar system?
This implies both that I want and have to. There's a logic behind every combination of elements. Sonic Lance, for example, is produced by combining Sancta - an element of sturdiness and solidity - with Forza - and element of force, energy and movement; so you might think of it as kinetic energy encapsulated into the shape of a lance. Iron Skin is a fortification made of two Sanctas; a shield, when added, would probably consist of three Sanctas or two Sanctas and Forza. So on. Combinations of buffs and debuffs are to be added with the increase of available element slots. Bleeding, for example, wouldn't work well with poisoning because blood escapes the enemy before the poison has a chance to affect the body. Undead and those without bodies are to be immune to poisoning and bleeding. Thick Air I particularly expect to buff in combination with whatever the triple-Forza spell will be available, so emulate how dense environments transmit kinetic blasts (the energy travels through a medium the easier - i.e., with less loss - the denser it is). So on. I also thought of adding modifiers to be applied beyond the spell's structure. I expect the maximum spell capacity to be four elements per spell, and any element you might add over that will only increase the effects. It's a hypothetical construct I have to think about still. Ideas on any of the matters, listed, mentioned or otherwise, are always welcome.how will you distinguish this from Magicka, which uses a similar system?