Actually, Just Four Spells.
Published on May 18, 2009 By ScottTykoski In Elemental Dev Journals

Welcome to the first of several 'Countdown' journals leading up to the release of Beta 0. While we don't have a firm date for the release (several folks need to recoup from weeks of Demigod all-nighters), we still plan on getting Elemental's first playable form into your hands for June!


Boogiebac (myself) holding a Resturaunt Meeting on City Resources 

After seeing the amazing starships made by players (and reviewers) in GC2's ship designer, we decided fairly early to make customization a huge part of the Elemental experience. And while this has resulted in a longer tool-development period than GC2, the current results with those tools have been really exciting.

Case in point: our new Particle Engine (and coorisponding in-game Particle Editor). Obviously, since we're making a fantasy game, we would need some fantastic spells spell effects to get players excited. Besides spells, every weapon swung, item used, dungeon cleared, and acheivement acheived would require it's own special effect.  To acheve this we (Ross and Paul) created the Particle Editor, a mighty in-game workshop for the artists (and players) to create effects with.

We put the final few touches on version 1 of the editor last Wedensday and gave it to Akil and Dan (two of our artists) to create spells with. In just TWO DAYS, they had the tool learned and had created their first 4 spell-ready effects.

Beckon Home
A spell for the adventurer that just wants to get home to heal up. 'Beckon Home' sends any unit to a friendly settlement.

Flare
A ball of fire burns away the FOW and gies you full view of a selected part of the map. Flare uses both Fire mana and a small amount of essence. Think of it as the 'Eye of Sauron: Lite'.

Sublime Harvest
Feed your people with some magical rations! Sublime Harvest tops up a settlement's food supply, using both Earth mana and a pinch of your essence.

Pyrostorm
Burn away a section of forest or any unused Fertile Ground with Pyrostorm.

The in-game Particle editor, despite requiring additional up-front dev time, will allow anyone with a crazy spell idea to get their creation into the game easilly (then use the online Library to let them share it). Besides this, the final boxed game will have an Item Editor, Equipment Editor, Tile Design Editor (more about TD's later), the World Builder, and any other editors we can cram in 

Next week we'll talk about World Creation and the adventures you'll be going on! Till then, please send your good vibes to the Demigod team as they (hopefully) wrap up a very rough month.


Comments (Page 2)
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on May 18, 2009

BoogieBac

Not all spells cost essence, just the ones where you're 'creating' something or 'imbueing' something (at least from my understanding). You'll have MANY spells to cast that dont sap your essence, but the ones that do will be considerably more potent.

Question ... so we can basically make cool visual effects for spells, but how about managing their in-game mechanic effects? How do we edit what the spells do as well as what they look like?

I agree it would be ok for the spells to cost essence if ...

(i) FLARE
the area of view was permanent. E.g. you would always be able to see the area revealed.

(ii) SUBLIME HARVEST
the food bonus was permanent.

... would that not make more sense?

on May 18, 2009

A few Questions:

1. Can we upload our own images into the spell editor? Jpg/Png formats should be idea, PNG24 I highly recommended because it's sizable and has lots of flexibility.

2. Can we upload our own sound files into the spell editor? 

3. Can we incorperate 3D objects in the spell editor? Such as a model of Death, or a pair of Wings we can spread and have flap for a short duration?

4. Can spells effect structures? Such as create 3D objects on the field? Such as rocks, trees, mountains, towers, buildings, ect.

5. Can spells generate creatures? Summon large, magical beasts of your own creation.

6. Can we use spells to duplicate creatures, and perhaps allow for a time limit?

Example:

  • Doppleganger's Essense  
  • Use: Caster can transform into target creature or person. Caster's faction will match target's while transformed.
  • Duration: Effect will last for 4 turns. 

 

 

on May 18, 2009

Oooooooh, pretty.......

In any event, I want as many editors as possible, and I think that essence cost for permanent spells is a great idea.

on May 18, 2009

Vordrak
...I agree it would be ok for the spells to cost essence if ...

(i) FLARE
the area of view was permanent. E.g. you would always be able to see the area revealed.

(ii) SUBLIME HARVEST
the food bonus was permanent.

... would that not make more sense?

I very much agree with this point. The essence-mana mechanics could be the most important distinguishing feature for Elemental, and it just seems wrong to be able to throw essence away on something as momentary as a pile of rations or a one-time scan of a territory. Mana is what a channeler can channel; essence is part of what a channeler *is*. Or so I hope.

p.s. I wanna see the beta in 3 weeks, but I don't want to see too much crunch time help spawn a round of summer colds in dev-land. Make sure y'all get enough rest after that Demigod kerfuffle.

on May 18, 2009

Going back to basic beta0 stuff, is it still the intention to only have the cloth map in beta0 to play on?

on May 18, 2009

Mana is what a channeler can channel; essence is part of what a channeler *is*.
Yes, and Flare would be a perminent thing (unless someone uses magic to snuff it out)...Sublime harvest certainly could just cost Life and Earth Mana (which is fairly rare). These values can be tweaked, but from a gameplay mechanic, Essence lets us give the player cool options without allowing too much cheese.

is it still the intention to only have the cloth map in beta0 to play on?
Correct, we want the game to be as playable as possible at this view and will encourage people to play 'Cloth Map Only' even in the later betas.

on May 18, 2009

unless someone uses magic to snuff it out

Yay, the first clear sign that we'll have some countermagic!

These values can be tweaked, but from a gameplay mechanic, Essence lets us give the player cool options without allowing too much cheese.

Less of a "yay." So far I have a strong impression that you intend to make essence a very limited resource, which is an idea I like very much. I just hope that any 'anti-cheese' uses of essence will maintain the general feeling that mana is a staple commodity while essence is very precious. To continue with the food-related slang, I hope not to see essence-using spells that are too 'gamy.' Until your OP today, I had imagined only very big spells using essence, e.g. major item creation and world-wrecking. The snack-for-a-piece-of-my-soul thing was a startling bump.

Quibbles aside, the 'flare' spell (name is off for a permanent spell, IMO) is yet another teaser for those of us who really, really want a detailed dev journal on the essence mechanics, and in particular the business of imbuing essence in territory. Is the 'flare' spell an indicator that channelers have no connection to land after they restore it, or is it a way to spend a much smaller share of essence to gain knowledge (and perhaps make a basic investment that you'd need to complete if you conquered the territory in question)?

 

on May 18, 2009

Man, I cannot wait for this game. I just wish I had the money to preorder it so I could do the beta. And to the Demigod team, you guys deserve whatever break you guys get.

on May 18, 2009

Keep the updates coming...  I'm ready for Beta 0!

on May 18, 2009

Beta...  thank goodness I'm very busy with work until June.  Keep me distracted! 

on May 18, 2009

Sweet... finally updates are going to flood on in again... Can't wait to beta test!

on May 18, 2009

I wouldn't worry too much about the essence costs right now, guys. It's pretty early, all of this can change in testing.

on May 18, 2009

oh knows!   its been up for hours and I'm late.    

 

I'm excited.   About how many spells can we expect in the beta?

on May 18, 2009

Awesome update! If those tools are not too hard to use I think the sooner you get them into fans hands the better! I mean Spore had what? 5 million creatures created by fans before release?

Or maybe that is what you are trying to avoid?

It seems like creating a spell effect is going to be a lot more involved than making a creature in Spore, though. Maybe when you are ready you could have a fan contest and include the top x# in the released game - that would be cool. Not that I want to put your artists out of work, just in another post you were saying their hands would fall off if they made a lot of new resources for dungeons.....so let the fans take this "burden" off their shoulders!

Very, very exciting news this update. BTW, if you are having a "countdown" don't there need to be numbers associated? and of course you would want to start with the top number on decriment, otherwise it would be a "count UP"   

on May 18, 2009

Looking very nice.

Will it be possible to incorporate some randomness into spells? e.g. Could a pyrostorm-like spell sometimes drop 10 fireballs, sometimes 9, sometimes drop them all at once, sometimes in clusters, etc? Or will it always be the same effect for the same spell?

And beta "for June"? I'm going to assume you don't mean June 1st.

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