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 5)
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on May 23, 2009

I for one do not like the idea of essence cost for non-permanent spells provided that essence does not regenerate (which is the impression I have gotten from other dev journals). If that was the case, I fear it would make spells WAAAAY too rare in the game, and all of those pretty animations would be wasted. Of course, if the costs and spells can be modded, I don't really care WHAT they put in, as I can change it when I get the game. (Not a big multiplayer guy).

Over all, a built-in animation editor looks really cool. Can we use it to crerate animations for other things (I'm thinking GC2 weapons), or do the spells use a unique file format that cannot be converted?

Oh, yeah: and BoogieBac looks almost exactly like my middle school IT support guy.

on May 29, 2009

Wow, I can't believe I missed this thread. Some interesting stuff posted. Thanks a lot for the update.
Now, about those bears...

BoogieBac

If a simple "more food" spell looks that nice, I can just imagine what your artists will come up with for the end-game mass destruction spells!
One of our goals will be to make just as many 'passive' and 'defensive' spells as 'offensive' ones. If we can actually make it exciting to play the peaceful magician, healing the land and saving the weak races, then we've done our job!
Don't forget those of us that like to play the peaceful magician, healing the land and weeding out the weak races! I don't want to go to war too often. I just want to phase out undesirables.

on May 29, 2009

Don't forget those of us that like to play the peaceful magician, healing the land and weeding out the weak races! I don't want to go to war too often. I just want to phase out undesirables.

We'd need something like a religion in the game, for proper cultural invasion/domination. After all, if Channelers are really that awesome, they could easily be perceived as God by the common people...

Channelers could choose wether they want to set a religion about them or not. Like Sauron or Saruman. Both were evil, but one wanted to be a God, while the other simply a Sorcerous Overlord.

on May 29, 2009

I just want to phase out undesirables.
Like bears.

 

on May 29, 2009

Kitkun

I just want to phase out undesirables. Like bears.

HEATHEN!!

on May 29, 2009

Kitkun

I just want to phase out undesirables. Like bears. 


KARMA GIVEN!!!

 

p.s. karma CAN be a bitch, or so I hear....

on May 29, 2009

Boogie still looks creepy - is he a villian from scooby doo

on May 29, 2009

Kitkun

I just want to phase out undesirables. Like bears.

"Doom doom doom..." - Deekin Scalesinger

on May 30, 2009

Having a particle editor with UI is a great idea. Way better than coding glsl or directX shaders by hand!

on Jun 01, 2009

Kitkun
Like bears.

Foxes just became marked as unclean animals in the Ursaris Hierarchy.

on Jun 01, 2009

Catch one, if you can.

on Jun 01, 2009

Annatar11
Catch one, if you can.

on Jun 01, 2009

But not by you!

on Jun 01, 2009

Annatar11
But not by you!

stop gettting my hopes up for a new dev journal

on Jun 01, 2009

Annatar11
But not by you!
Catch a bear, grasshopper.
No more foxes in the Hierarchy! They are akin to horses! ;o

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