(I like that name, by the way, but it's not the final title - just a WIP name!)
So, there are three major parts to Minificus that need to be coded:
1) Battles
2) Exploration
3) Menus
I think they're pretty self-explanatory. Anyways, both battles and exploration depend on menus, so that would probably be a good place to start. HOWEVER~ this is also not necessarily the *best* place to start. Getting a quick exploration demo would be easier and probably better! So, that's where I'll start - a guy walking around a small dungeon.
So... first-person is what I've decided on. That is, first-person in the style of Myst or really old computer games (like Bard's Tale or Wizardry). There's no actual 3D being employed - just a series of walls that get reconfigured based on your surroundings. Let's see...
A map consists of a 2D matrix of 0's and 1's (to begin with, but other numbers will be employed later, as well as letters, to represent other things). A 0 means an empty floor, while a 1 means a wall. The game keeps track of the PC's location on the map as a pair of (X, Y) coordinates, as well as the direction the PC is facing.
So, if we have:
11011
11011
00000
11011
11011
Then the PC could be represented visually as such:
11011
11011
00^00
11011
11011
The PC's coords would be (2, 2), and would be facing "North". The sections of the map that would matter visually then (that is, the parts that would need to be rendered) would be a cone in front of the player. If a section blocks sight, then there's no need to check sections that it blocks. To draw it visually:
***
*****
***
^
Would be the approximate sight-cone for the PC if he's facing North. Everything in that pattern needs to be checked, but in a particular order:
98A
64357
102
^
So, if 0 (the first one to be checked) is a floor, then we need to draw a floor on-screen and keep checking the rest - if it's a wall though, then we draw a wall and ignore 3, 4, 5, 8, 9, and A - 1, 2, 6, and 7 are still visible though, so we need to check these. Of course, this means that there are myriad special cases that need to be considered... or I could just write an algorithm that does it! But I've talked enough already. Time to do other things.
Showing posts with label Veneficus. Show all posts
Showing posts with label Veneficus. Show all posts
Friday, June 10, 2011
Thursday, June 9, 2011
The Future of Veneficus
Alright... so... I'll admit it. Veneficus as it stands right now has so much potential, but absolutely no chance of being made. It's too complex! And too dependent on me getting my lazy butt up and working on it without some sort of compensation. So, I'm refining it; cutting out the cruft and whittling it down into something manageable. The goal here is to make a short working version that's fun and easy to play - then, I'll distribute it for free on the Web. After I get feedback on it, I'll begin work on a bigger "sequel" with an actual team, maybe start a kickstarter page, and ultimately release the original idea through Steamworks or something. Finally, I'll branch out a bit and re-make the short version for iPhone and Android, and sell that through their respective App Stores. But first! I need to actually design Mini-ficus.
Minificus is meant to be short and sweet - a prototypical version of the final project. To that effect, I need to nail down what the core elements of Veneficus are. I believe them to be the following three points:
1) Magic - the most important part! Using magic to interact with the world is the cornerstone of this project, and no matter what the outcome is, it needs to have magic. And not just "Magic Missile" and "Fireball" sorts of magic, but things like reviving zombie slaves, creating magical gates to other realms, and possessing strangers and forcing them to do your bidding. None of this typical "video game" magic.
2) Survival - basically, the whole idea of this game started as a thought - "What if a real flesh-and-blood wizard was trying to eke out an existence after the Apocalypse?" And while the setting doesn't *have* to be post-Apocalyptic, the focus on survival helps to form what sort of game this is.
3) A World of Shadows - the world of Veneficus isn't a pleasant one (typically). The game is set in a world on the verge of destruction: One rife with devils, demons, and monsters that no longer fear discovery; One in which wizards who once hid their talents from the masses now wage war openly in the streets; And in which humans struggle for survival every waking moment of their bleak lives. It's pretty goth, but really helps set the tone.
So... a game of modern magic and savage survival. Not a bad tagline. On to more design stuff!
Minificus is meant to be short and sweet - a prototypical version of the final project. To that effect, I need to nail down what the core elements of Veneficus are. I believe them to be the following three points:
1) Magic - the most important part! Using magic to interact with the world is the cornerstone of this project, and no matter what the outcome is, it needs to have magic. And not just "Magic Missile" and "Fireball" sorts of magic, but things like reviving zombie slaves, creating magical gates to other realms, and possessing strangers and forcing them to do your bidding. None of this typical "video game" magic.
2) Survival - basically, the whole idea of this game started as a thought - "What if a real flesh-and-blood wizard was trying to eke out an existence after the Apocalypse?" And while the setting doesn't *have* to be post-Apocalyptic, the focus on survival helps to form what sort of game this is.
3) A World of Shadows - the world of Veneficus isn't a pleasant one (typically). The game is set in a world on the verge of destruction: One rife with devils, demons, and monsters that no longer fear discovery; One in which wizards who once hid their talents from the masses now wage war openly in the streets; And in which humans struggle for survival every waking moment of their bleak lives. It's pretty goth, but really helps set the tone.
So... a game of modern magic and savage survival. Not a bad tagline. On to more design stuff!
Tuesday, December 1, 2009
Veneficus Update
So, I think that Veneficus may be a viable starting point for my career, so I need to make a few decisions concerning it. For instance, what system will it be designed for? Obviously, it will be for the computer, but will it be a browser game, a text adventure, or a stand-alone executable? There are lots of little decisions that will ultimately influence this title, and I need some time to think about all the fine details.
Monday, November 30, 2009
New thoughts for Veneficus
Alright, so here are a few new thoughts for Veneficus (possibly, though they may conflict with some of the content I have already designed):
* Spells use Essence, which does not regenerate over time.
* In order to regain Essence, you must do one of several things:
* Absorb it from a slain foe.
* Absorb it from a node.
* Absorb it from an object that contains Essence.
* Once used, Essence is gone forever, so use it sparingly.
* As Essence is consumed, the character becomes lethargic and clumsy.
* If too mush Essence is absorbed, the character experiences a lucid high.
* Eventually, the player can become acclimated to some high amount of Essence, and will need to keep more in their bodies to avoid the debilitating low.
* Finding an equilibrium is crucial to survival.
* Experience comes in 4 varieties:
* Combat Exp - earned through combat, can be spent on combat skills.
* Social Exp - earned through conversation, can be spent on social skills.
* Technical Exp - earned through interactions, can be spent on technical skills.
* General Exp - earned through story progression, can be spent on any skills.
* Typically, an easy challenge will net you one Exp, a moderate challenge will net you two Exp, and a difficult challenge will net you three Exp.
* Modifiers can affect this - barely surviving a combat, for example, will earn you a bonus point of Exp, while easily overcoming the same foe will reduce the Exp gained by one point.
* General Exp is usually given out in units of 5 per chapter.
* Wounds are accrued through combat and accidents.
* A wound occurs on one of 12 places on the body:
* Head
* Chest, Back, and Waist
* Right bicep and Forearm
* Left bicep and Forearm
* Right thigh and Leg
* Left thigh and Leg
* Taking too much damage on certain parts of the body can lead to incapacitation:
* Head - Concussion, which leads to disorientation and potential blackouts.
* Legs - Lose use of leg.
* Arms - Lose use of arm.
* Also, if too much damage is done over the entire body, the character dies.
* This amount is equal to your HP value.
* If you take more than half your HP in damage in a single hit, you die of shock.
* Damage is categorized into three groups:
* Trauma - Blunt force trauma. Most common type of damage, heals the quickest.
* Cut - Damage dealt by sharp objects, such as knives and bullets. Bleeds until it heals, which it then becomes Trauma damage. Bleeding will cause you to lose HP from the torso (chest, back, and waist).
* Burn - Extensive cellular damage typically caused by exposure to dangerous chemicals or extremities of temperature. Doesn't heal, and hurts terribly when struck again.
* All characters start with 3 spells:
* Burn (2) - Does 5 Burn damage (via fire) to a target - 2 if target succeeds in dodging.
* Charm (1) - Target becomes friendlier towards you, granting you bonuses in social situations.
* Know (1) - Usage: 'cast know SKILL', where skill is a Technical skill. Expands your knowledge of the subject for a few hours.
* New spells can be found throughout the game. 'add SPELL to spellbook" will learn the target spell (you can also simply 'memorize SPELL' too).
* 'x self' - returns your current appearance, health, injuries, and essence.
* 'x * skills' - returns a list of skills in group *, which can be Combat, Social, or Technical.
* Use of individual skills varies based on the skill, but typically only Technical skills can be used freely (i.e. repair).
* 'read spellbook' - returns a list of all spells that you have in your spell book.
* 'cast SPELL at TARGET' - attempts to cast a spell at a target. Fails if you lack the essence to do so. Some spells need no target.
* Spells use Essence, which does not regenerate over time.
* In order to regain Essence, you must do one of several things:
* Absorb it from a slain foe.
* Absorb it from a node.
* Absorb it from an object that contains Essence.
* Once used, Essence is gone forever, so use it sparingly.
* As Essence is consumed, the character becomes lethargic and clumsy.
* If too mush Essence is absorbed, the character experiences a lucid high.
* Eventually, the player can become acclimated to some high amount of Essence, and will need to keep more in their bodies to avoid the debilitating low.
* Finding an equilibrium is crucial to survival.
* Experience comes in 4 varieties:
* Combat Exp - earned through combat, can be spent on combat skills.
* Social Exp - earned through conversation, can be spent on social skills.
* Technical Exp - earned through interactions, can be spent on technical skills.
* General Exp - earned through story progression, can be spent on any skills.
* Typically, an easy challenge will net you one Exp, a moderate challenge will net you two Exp, and a difficult challenge will net you three Exp.
* Modifiers can affect this - barely surviving a combat, for example, will earn you a bonus point of Exp, while easily overcoming the same foe will reduce the Exp gained by one point.
* General Exp is usually given out in units of 5 per chapter.
* Wounds are accrued through combat and accidents.
* A wound occurs on one of 12 places on the body:
* Head
* Chest, Back, and Waist
* Right bicep and Forearm
* Left bicep and Forearm
* Right thigh and Leg
* Left thigh and Leg
* Taking too much damage on certain parts of the body can lead to incapacitation:
* Head - Concussion, which leads to disorientation and potential blackouts.
* Legs - Lose use of leg.
* Arms - Lose use of arm.
* Also, if too much damage is done over the entire body, the character dies.
* This amount is equal to your HP value.
* If you take more than half your HP in damage in a single hit, you die of shock.
* Damage is categorized into three groups:
* Trauma - Blunt force trauma. Most common type of damage, heals the quickest.
* Cut - Damage dealt by sharp objects, such as knives and bullets. Bleeds until it heals, which it then becomes Trauma damage. Bleeding will cause you to lose HP from the torso (chest, back, and waist).
* Burn - Extensive cellular damage typically caused by exposure to dangerous chemicals or extremities of temperature. Doesn't heal, and hurts terribly when struck again.
* All characters start with 3 spells:
* Burn (2) - Does 5 Burn damage (via fire) to a target - 2 if target succeeds in dodging.
* Charm (1) - Target becomes friendlier towards you, granting you bonuses in social situations.
* Know (1) - Usage: 'cast know SKILL', where skill is a Technical skill. Expands your knowledge of the subject for a few hours.
* New spells can be found throughout the game. 'add SPELL to spellbook" will learn the target spell (you can also simply 'memorize SPELL' too).
* 'x self' - returns your current appearance, health, injuries, and essence.
* 'x * skills' - returns a list of skills in group *, which can be Combat, Social, or Technical.
* Use of individual skills varies based on the skill, but typically only Technical skills can be used freely (i.e. repair).
* 'read spellbook' - returns a list of all spells that you have in your spell book.
* 'cast SPELL at TARGET' - attempts to cast a spell at a target. Fails if you lack the essence to do so. Some spells need no target.
Thursday, August 13, 2009
Veneficus Skill List
Alright, let's make this one short and sweet, alright?
Strength Skills:
Blades - Skill with bladed weapons, like knives, swords, and chainsaws.
Bludgeons - Skill with bludgeoning weapons, like clubs, axes, and sledgehammers.
Brawling - Skill with improvisational weapons, like fists, bottles, and stop signs.
Endurance:
Armor - Skill with armor, reducing penalties and increasing potency.
Antibodies - Resistance to poison.
Acid Resistance - Resistance to acid.
Magic:
Chaos - Skill with chaotic magics, like fireball, magic arrow, and summon meteors.
Enchantments - Skill with enchantments, like enchant weapon, shape shift, and chef's helper.
Conjurations - Skill with conjurations, like summon familiar, transmute, and create phylactery.
Resistance:
Resist Ether - Resistance to pure ether attacks (i.e. magic).
Resist Heat - Resistance to fire.
Resist Cold - Resistance to ice.
Skill:
Medicine - Bonuses applied to using meds.
Firearms - Skill with firearms, like revolvers, shotguns, and flamethrowers.
Martial Arts - Skill with certain weapons, like nunchucks, katana, and fists.
Cunning:
Evasion - Bonus applied to dodging attacks.
Lockpicking - Bonus applied to picking locks.
Sneaking - Bonus applied to sneaking past and ambushing opponents.
Alright!
Strength Skills:
Blades - Skill with bladed weapons, like knives, swords, and chainsaws.
Bludgeons - Skill with bludgeoning weapons, like clubs, axes, and sledgehammers.
Brawling - Skill with improvisational weapons, like fists, bottles, and stop signs.
Endurance:
Armor - Skill with armor, reducing penalties and increasing potency.
Antibodies - Resistance to poison.
Acid Resistance - Resistance to acid.
Magic:
Chaos - Skill with chaotic magics, like fireball, magic arrow, and summon meteors.
Enchantments - Skill with enchantments, like enchant weapon, shape shift, and chef's helper.
Conjurations - Skill with conjurations, like summon familiar, transmute, and create phylactery.
Resistance:
Resist Ether - Resistance to pure ether attacks (i.e. magic).
Resist Heat - Resistance to fire.
Resist Cold - Resistance to ice.
Skill:
Medicine - Bonuses applied to using meds.
Firearms - Skill with firearms, like revolvers, shotguns, and flamethrowers.
Martial Arts - Skill with certain weapons, like nunchucks, katana, and fists.
Cunning:
Evasion - Bonus applied to dodging attacks.
Lockpicking - Bonus applied to picking locks.
Sneaking - Bonus applied to sneaking past and ambushing opponents.
Alright!
Veneficus Weapon List
All weapons in Veneficus will fall into 3 categories: Blades, Bludgeons, and Firearms. Additionally, certain weapons will carry a Martial Arts tag, meaning that when you operate the weapon the higher of the two skills will be used (for example, if you have a Katana equipped, if your Martial Arts skill level is over 9000 - sorry, if it is greater than your Blades skill, then the Martial Arts skill will be used to determine accuracy and damage for attacks). Note that Martial Arts can trump Brawling.
Actually, this feels a bit unbalanced. Maybe I should get rid of Martial Arts? Oh well, I'll continue designing the weapons list, and if Martial Arts turns out to be too unbalanced, I'll drop it. Lord knows I need less Skill skills.
Blades:
Knife - Be a pocket knife, a hunting knife, a straight razor, a kitchen knife, or what have you, a knife is a short sharp bit of metal on a short bit of wood or summat used to stab and slash a foe. It is the weakest of the bladed weapons, but also the lightest. You start the game with one, and they are very common.
Dagger - A longer knife, a dagger is more powerful and not much heavier, but harder to find as they are illegal in the city.
Machete - A chopping blade used to clear brush. You'll use it to clear heads, but the principle is the same. Common.
Sword - A blade about the length of your arm. Because of its anachronistic nature, don't expect to find very many of them about. Still, nothing says "tradition" quite like one.
Katana - A two-handed sword with a gentle curving blade. The curve is the only gentle part about it. A Martial Arts weapon. Very few of them are to be found in the city (and most you'll find are merely display replicas).
Claymore - A very long and large sword. It must be wielded with two hands due to its size. Not much can stand up to someone skilled in its use. Then again, you might not stand up much under it's weight. Rare in the city, but common amongst Underworld denizens.
Chainsaw - Vroom, vroom! Uses petrol and is rare in the city, most of them having already been looted. Two handed, too.
Bludgeons:
Truncheon - A standard issue police baton. Not much to write home about, really, but better than your fist for busting heads. Fairly common.
Lead Pipe - Not necessarily made of lead, but nice and heavy none-the-less. Very common.
Club - Whether it's a chair leg or hefty branch, a club is the simplest weapon in all existence, and the most commonly found weapon in the game.
Sledgehammer - A large and very heavy weapon used to demolish buildings. Two handed, and fairly rare.
Hatchet - A small axe used to chop wood and such. Can be thrown, although why you'd want to is beyond me. Common around the city outskirts, but not much elsewhere. A Martial Arts weapon.
Fire Ax - Very commonly found around the city, the humble fire ax is made from strong molybdenum and etc. Two handed and powerful, and *heavy*.
Staff - Some call it a quarterstaff - I say they're nuts, 'cause this things about as tall as you are! A two-handed weapon that's light and easy to use, a staff can also be crafted to hold extra magical energy for the bearer to access... Also a Martial Arts weapon.
Nunchucks - Michealangelo used a pair when he painted the Cistine Chapel, right? A Martial Arts weapon.
Firearms:
Clip Pistol - A small caliber pistol, well-suited for the firing range and self-defense, but not so much for killing zombies and such. Holds 12+1 pistol rounds, and is a very common sight around town.
Machine Pistol - A small caliber pistol that makes up for its small size with the ability to hose down foes with a stream of hot lead. Holds 32+1 pistol rounds, but fires 3 per attack. Also illegal to own in the city, although no one is going to care now.
Revolver - A high caliber handgun that holds 6 revolver shots. Pretty powerful for a one-handed weapon!
Flare Gun - Typically used to signal for help. Now used more effectively to help one's self. Very powerful, but is only good for one use. Very light, too.
Hunting Rifle - What was once commonly used to hunt deer, bear, and other large game is now being used to hunt Demons, Vampires, and other fell game. Holds 8+1 rifle rounds.
Assault Rifle - A military issue assault rifle from the States. Holds 32 rifle rounds, and has a grenade launcher (grenades may or may not be included). Two-handed and very rare.
Sniper Rifle - A scoped rifle that carries a massive anti-tank round in it. Only carries 3+1 anti-tank rounds at a time, and must be used two handed. One of the strongest and rarest weapons in the game.
Flamethrower - An ingenious surviver built this out of a water heater's pilot light, a tank of compressed air, and some miscellaneous bits and bobs. It shoots flames out of one end, and you'd do well to learn which end real fast. Uses petrol.
Short Bow - An archaic weapon that shoots arrows. Not very common in this town, but quite handy due to its weight and power, which changes with your strength. A Martial Arts weapon.
Shotgun - A powerful weapon that shoots birdshot. This one's double-barreled! Uses 2 shotgun shells.
Brawling:
Brass Knuckles - A light and easily concealable weapon that fits over your regular meat knuckles and boosts your punching strength. Technically counts as a bludgeoning weapon, but using it is no different from just punching normally.
Bottle - A broken or about-to-be-broken glass bottle. Typically, you want to drink the contents *first*, but who am I to tell you how to use it? You get one of these after each bottle of Booze you drink, as well as finding them practically everywhere.
Stop Sign - There's one at nearly every street corner, except for the one you took this one from. Two-handed.
Manhole Cover - Even lifting this take Herculean strength. Thanks to its heft and aerodynamic shape, it makes a wonderful frisbee of death. Two-handed.
Chain - A length of chain. It has a variety of uses, including throttling, whipping, and securing bicycles to lamp-posts.
Cinderblock - A handy weapon for delivering a coup de gras, but only if one just happens to be nearby. I would want to carry one around with me. Two-handed.
Oky, I definitely need to trim this up a bit and do some reorganizing...
Actually, this feels a bit unbalanced. Maybe I should get rid of Martial Arts? Oh well, I'll continue designing the weapons list, and if Martial Arts turns out to be too unbalanced, I'll drop it. Lord knows I need less Skill skills.
Blades:
Knife - Be a pocket knife, a hunting knife, a straight razor, a kitchen knife, or what have you, a knife is a short sharp bit of metal on a short bit of wood or summat used to stab and slash a foe. It is the weakest of the bladed weapons, but also the lightest. You start the game with one, and they are very common.
Dagger - A longer knife, a dagger is more powerful and not much heavier, but harder to find as they are illegal in the city.
Machete - A chopping blade used to clear brush. You'll use it to clear heads, but the principle is the same. Common.
Sword - A blade about the length of your arm. Because of its anachronistic nature, don't expect to find very many of them about. Still, nothing says "tradition" quite like one.
Katana - A two-handed sword with a gentle curving blade. The curve is the only gentle part about it. A Martial Arts weapon. Very few of them are to be found in the city (and most you'll find are merely display replicas).
Claymore - A very long and large sword. It must be wielded with two hands due to its size. Not much can stand up to someone skilled in its use. Then again, you might not stand up much under it's weight. Rare in the city, but common amongst Underworld denizens.
Chainsaw - Vroom, vroom! Uses petrol and is rare in the city, most of them having already been looted. Two handed, too.
Bludgeons:
Truncheon - A standard issue police baton. Not much to write home about, really, but better than your fist for busting heads. Fairly common.
Lead Pipe - Not necessarily made of lead, but nice and heavy none-the-less. Very common.
Club - Whether it's a chair leg or hefty branch, a club is the simplest weapon in all existence, and the most commonly found weapon in the game.
Sledgehammer - A large and very heavy weapon used to demolish buildings. Two handed, and fairly rare.
Hatchet - A small axe used to chop wood and such. Can be thrown, although why you'd want to is beyond me. Common around the city outskirts, but not much elsewhere. A Martial Arts weapon.
Fire Ax - Very commonly found around the city, the humble fire ax is made from strong molybdenum and etc. Two handed and powerful, and *heavy*.
Staff - Some call it a quarterstaff - I say they're nuts, 'cause this things about as tall as you are! A two-handed weapon that's light and easy to use, a staff can also be crafted to hold extra magical energy for the bearer to access... Also a Martial Arts weapon.
Nunchucks - Michealangelo used a pair when he painted the Cistine Chapel, right? A Martial Arts weapon.
Firearms:
Clip Pistol - A small caliber pistol, well-suited for the firing range and self-defense, but not so much for killing zombies and such. Holds 12+1 pistol rounds, and is a very common sight around town.
Machine Pistol - A small caliber pistol that makes up for its small size with the ability to hose down foes with a stream of hot lead. Holds 32+1 pistol rounds, but fires 3 per attack. Also illegal to own in the city, although no one is going to care now.
Revolver - A high caliber handgun that holds 6 revolver shots. Pretty powerful for a one-handed weapon!
Flare Gun - Typically used to signal for help. Now used more effectively to help one's self. Very powerful, but is only good for one use. Very light, too.
Hunting Rifle - What was once commonly used to hunt deer, bear, and other large game is now being used to hunt Demons, Vampires, and other fell game. Holds 8+1 rifle rounds.
Assault Rifle - A military issue assault rifle from the States. Holds 32 rifle rounds, and has a grenade launcher (grenades may or may not be included). Two-handed and very rare.
Sniper Rifle - A scoped rifle that carries a massive anti-tank round in it. Only carries 3+1 anti-tank rounds at a time, and must be used two handed. One of the strongest and rarest weapons in the game.
Flamethrower - An ingenious surviver built this out of a water heater's pilot light, a tank of compressed air, and some miscellaneous bits and bobs. It shoots flames out of one end, and you'd do well to learn which end real fast. Uses petrol.
Short Bow - An archaic weapon that shoots arrows. Not very common in this town, but quite handy due to its weight and power, which changes with your strength. A Martial Arts weapon.
Shotgun - A powerful weapon that shoots birdshot. This one's double-barreled! Uses 2 shotgun shells.
Brawling:
Brass Knuckles - A light and easily concealable weapon that fits over your regular meat knuckles and boosts your punching strength. Technically counts as a bludgeoning weapon, but using it is no different from just punching normally.
Bottle - A broken or about-to-be-broken glass bottle. Typically, you want to drink the contents *first*, but who am I to tell you how to use it? You get one of these after each bottle of Booze you drink, as well as finding them practically everywhere.
Stop Sign - There's one at nearly every street corner, except for the one you took this one from. Two-handed.
Manhole Cover - Even lifting this take Herculean strength. Thanks to its heft and aerodynamic shape, it makes a wonderful frisbee of death. Two-handed.
Chain - A length of chain. It has a variety of uses, including throttling, whipping, and securing bicycles to lamp-posts.
Cinderblock - A handy weapon for delivering a coup de gras, but only if one just happens to be nearby. I would want to carry one around with me. Two-handed.
Oky, I definitely need to trim this up a bit and do some reorganizing...
Tuesday, August 11, 2009
Veneficus Spell List
Right now, I have two ideas floating around in my head - Mulligan, WY, and Veneficus. This post concerns Veneficus, a game concerning a wizard who awakes to find his hometown destroyed and swarming with monsters. The title is Latin for Wizard, and is a working title only.
Anyways, to the point. I need to compile a spell list for the game, and attempt at a system for organizing these spells into categories. So, here is the first draft of the spell list:
Chaotic Magic (Combat only, unless specified):
1. Fireball - Throw a fireball at a foe, which engulfs them in flames for several turns.
2. Magic Arrow - Fire a needle of magical energy at a foe.
3. Astral Asp - Call forth a venomous serpent that bites a foe and poisons them, reducing their attack.
4. Acid Spray - Spray a foe with a jet of caustic acid, which reduces their defense.
5. Iron Dart - Gather ambient sediment and magical energy into a sharp discus that strikes a foe.
6. Call Lightning - Call down a series of lightning bolts on a foe over several turns.
7. Animate Vines - Wraps a foe's legs in tough vines, holding them down. This prevents them from running, chasing you, and reduces their evasion.
8. Repel Undead - An undead foe turns and runs in fear.
9. Destroy Undead - Greatly damages an undead foe with searing light.
10. Drink Blood - Draw life essence from a foe and absorb it into yourself.
11. Focus Beam - Gather ether into a weak beam of light which grows more powerful with each successive cast.
12. Reflect Magic - A swipe of the hand sends a spell hurtling back at the caster.
13. Ice Needles - Spray a cone of razor-sharp icicles at a foe, reducing their evasion.
14. Banish Demon - Smites a demonic entity with holy power, which either damages them or sends them fleeing.
15. Sonic Burst - Blast a foe with concentrated sound waves that pierce through defences.
16. Ether Strike - Strike a foe with a magically infused weapon.
17. Freeze Time - Stops time long enough for you to batter a foe multiple times with your weapon. Cannot use magic while time is frozen.
18. Shrink - If successful, the targeted foe shrinks to half its size for several turns.
19. Curse - Change foe into randomly chosen vermin (such as toad, spider, bat, or other).
20. Shatter - Usable both in and out of combat. Break a foe's equipment, or, if the opponent is a construct, damage it. If used out of combat, breaks an item into scenery (junk).
21. Dispel Magic - Nullifies any magical enhancements the foe has upon them.
22. Telekinesis - Slam an opponent with a scenery object, destroying the object and damaging your foe.
23. Inspire Fear - Weaken your foe's resolve with horrifying imagery and nightmares.
24. Blood Bomb - Form a ball of life energy that explodes on contact with your foe. Damages yourself and your foe.
25. Summon Meteors - Rain down flaming balls of rock from the sky. Does not function indoors or underground.
Enchantment Magic:
1. Sanctuary Portal - Non-combat only. Changes a doorway into a portal back to your sanctuary. One round trip only.
2. Enchant Weapon - Infuses a weapon with magic, adding additional magic damage. Temporary buff.
3. Repair - Restores an objects durability.
4. Chef's Helper - Non-combat only. Improves the quality of one meal, increasing its nutritional value.
5. Tame Beast - Combat only. Binds one animal to your will. Lasts until death.
6. Charm Person - Charms a person into aiding you, either joining as a companion or offering better deals on bartering.
7. Magic Barrier - Combat only. Improves your resistance to magical attacks. Lasts until end of combat.
8. Mend Wounds - Restores some health.
9. Heal Companion - Restores your companion's health.
10. Shape Shift (Werewolf) - Combat only. Change into a half-wolf aberration.
11. Shape Shift (Automaton) - Combat only. Change into a mechanical construct.
12. Shape Shift (Behemoth) - Combat only. Change into a colossal demon.
13. Shape Shift (Vampire) - Combat only. Change into a blood-drinking undead.
14. Shape Shift (Wild Thing) - Combat only. Change into a swirling mass of elementally charged ether.
15. Sense Life - Non-combat only. Reveals nearby characters on map.
16. Sense Magic - Non-combat only. Reveals nearby magic items on map.
17. Sense Traps - Non-combat only. Reveals nearby traps on map.
18. Sense Food - Non-combat only. Reveals nearby food and water on map.
19. Warding - Non-combat only. Creates a field that repeals foes, preventing them from entering.
20. Invisibility - Turn invisible, greatly improving your evasion and stealth. Ends if you perform an action other than moving.
21. Invigorate - Combat only. Improves damage with melee weapons. Lasts until end of combat.
22. Aura of Fear - Non-combat only. Foes are afraid of you, and will be less apt to attack.
23. Aura of Pain - Combat only. An opponent that attacks you with a melee attack takes damage.
24. Circumvent Lock - Disables one lock.
25. Disable Trap - Disables one trap.
Conjuration Magic (Non-combat only unless specified):
1. Summon Familiar - Summons a magical animal and binds it to your will. Lasts until death.
2. Animate Golem - Animates a being made of earth and base metals to serve you. Lasts until death.
3. Conjure Blade - Compresses magic and ambient sediment into a sharp blade. Recurring cost until ether runs out or the spell is dispelled.
4. Conjure Bludgeon - Compresses magic and ambient sediment into a heavy club. Recurring cost until ether runs out or the spell is dispelled.
5. Conjure Armor - Compress magic and ambient sediment into full body armor. Recurring cost until ether runs out or the spell is dispelled.
6. Call Devil - Calls forth a devil, who promptly attacks you.
7. Illusory Self - Bends light into a holographic illusion, which distracts your foes and raises your evasion.
8. Temporal Cocoon - Non-combat only. Wrap yourself in threads of time, causing you to suddenly "jump" forward in time 6 hours.
9. Ether Wall - Combat only. Stops all spells from passing through. Neither you nor your foe may cast magic that targets the other until it wears off. Gradually diminishes with each spell cast.
10. Create Light - Non-combat only. Summons a small hovering torch that follows you, illuminating the area.
11. Transmute (Blade) - Non-combat only. Change one scenery object into a bladed weapon.
12. Transmute (Bludgeon) - Non-combat only. Change one scenery object into a bludgeoning weapon.
13. Transmute (Firearm) - Non-combat only. Change one scenery object into a firearm.
14. Transmute (Armor) - Non-combat only. Change one scenery object into armor.
15. Transmute (Focus) - Non-combat only. Change one scenery object into a focus.
16. Transmute (Sustenance) - Non-combat only. Change one scenery object into food or water.
17. Transmute (Medicine) - Non-combat only. Change one scenery object into medicine.
18. Transmute (Ammunition) - Non-combat only. Change one scenery object into ammunition.
19. Phase Door - Non-combat only. Change one doorway into a passage straight onto the nearest street. Ends after one use.
20. Raise Dead - Animate the corpse of a recently killed foe and binds it to your will.
21. Summon Imp - Call a minor devil to your side and bind him to your will.
22. Obfuscate - Shroud yourself in illusions that make you appear to be another creature (such as an elemental or demon). This may provoke unusual reactions from foes.
23. Craft Staff - Create a magical conduit from a wooden scenery object that stores excess ether. When equipped as a weapon, it grants you the extra ether to be used (and will be used after your regular stock of ether runs dry).
24. Lock Portal - Creates a magical barrier in a doorway, preventing enemies from entering or exiting.
25. Create Phylactery - Seals the caster's soul in a cold iron box, which stays where the spell was originally cast. Instead of dying, the phylactery shatters and you are revived at it's location. This allows you to circumvent going to the Underworld when you die, but it pisses off Death quite a bit.
Techniques (Always on, unless specified):
1. Magic Bullets - Toggle-able. Use ether instead of ammunition for all unloaded firearms.
2. Second Wind - Allows you to restore health from reserves once per battle at a 1:2 ratio.
3. Center Mind - Allows you to restore ether from reserves once per battle at a 1:2 ratio.
4. Full Power - Toggle-able. Increases the potency of most spells, while decreasing their efficiency.
5. Careful Measurements - Toggle-able. Increases the efficiency of most spells, while decreasing their potency.
6. Reflexive Casting - Toggle-able. A chosen spell is cast instantly when combat begins. Does not work if ambushed.
7. Blood Magic - Toggle-able. Cast magic using health when ether runs dry.
8. Fencing - Improved evasion when wielding a blade.
9. Heavy Hitter - Improved damage when wielding a bludgeon.
10. Sniper - Improved accuracy when wielding a firearm.
11. Black-belt - Improved damage, accuracy, and evasion when fighting unarmed and unarmored.
12. Vampire - Can cast Drink Blood for free, but you count as Undead and gain a weakness to sunlight, taking fire damage while outside during the day.
13. Devil-kin - Immunity to Fire and can cast Fireball for free, but you count as a Devil and may be hunted down by angelic assassins.
14. Cannibal - Humanoid foes can be butchered and consumed, but humans are more violent towards you.
15. Dousing - Can sense food and water in adjacent map squares, but only when you are starving.
16. Free Runner - Toggle-able. Improved chance to run away from combat. Also, enemies cannot pursue you. Costs some stamina to do so.
17. Controlled Teleportation - Toggle-able. When casting Phase Door, you can choose where the door leads to for some extra ether.
18. Lich - When you die, you respawn at your Sanctuary instead of going to meet Death, but you count as Undead and cannot heal yourself.
19. Death's Lackey - Death likes you, and will allow you to gain favor with him while alive for killing Undead. However, he expects more from you, so revival costs more.
20. Hedge Mage - You have access to 3 times as much ether, but you have no ether reserves to draw on.
21. Berserker - You have access to 3 times as much health, but you have no health reserves to draw on.
22. Gearhead - You have access to a working car, so you can move much faster on the city streets, but you need petrol to run it, which is rare.
23. Workhorse - You can carry much more than the average person, but you can't fight as effectively when burdened as such.
24. Nerd - You have less health reserves than usual, but more ether reserves.
25. Jock - You have less ether reserves than usual, but more health reserves.
I hope this initial list will grow and change as this idea reaches fruition.
Anyways, to the point. I need to compile a spell list for the game, and attempt at a system for organizing these spells into categories. So, here is the first draft of the spell list:
Chaotic Magic (Combat only, unless specified):
1. Fireball - Throw a fireball at a foe, which engulfs them in flames for several turns.
2. Magic Arrow - Fire a needle of magical energy at a foe.
3. Astral Asp - Call forth a venomous serpent that bites a foe and poisons them, reducing their attack.
4. Acid Spray - Spray a foe with a jet of caustic acid, which reduces their defense.
5. Iron Dart - Gather ambient sediment and magical energy into a sharp discus that strikes a foe.
6. Call Lightning - Call down a series of lightning bolts on a foe over several turns.
7. Animate Vines - Wraps a foe's legs in tough vines, holding them down. This prevents them from running, chasing you, and reduces their evasion.
8. Repel Undead - An undead foe turns and runs in fear.
9. Destroy Undead - Greatly damages an undead foe with searing light.
10. Drink Blood - Draw life essence from a foe and absorb it into yourself.
11. Focus Beam - Gather ether into a weak beam of light which grows more powerful with each successive cast.
12. Reflect Magic - A swipe of the hand sends a spell hurtling back at the caster.
13. Ice Needles - Spray a cone of razor-sharp icicles at a foe, reducing their evasion.
14. Banish Demon - Smites a demonic entity with holy power, which either damages them or sends them fleeing.
15. Sonic Burst - Blast a foe with concentrated sound waves that pierce through defences.
16. Ether Strike - Strike a foe with a magically infused weapon.
17. Freeze Time - Stops time long enough for you to batter a foe multiple times with your weapon. Cannot use magic while time is frozen.
18. Shrink - If successful, the targeted foe shrinks to half its size for several turns.
19. Curse - Change foe into randomly chosen vermin (such as toad, spider, bat, or other).
20. Shatter - Usable both in and out of combat. Break a foe's equipment, or, if the opponent is a construct, damage it. If used out of combat, breaks an item into scenery (junk).
21. Dispel Magic - Nullifies any magical enhancements the foe has upon them.
22. Telekinesis - Slam an opponent with a scenery object, destroying the object and damaging your foe.
23. Inspire Fear - Weaken your foe's resolve with horrifying imagery and nightmares.
24. Blood Bomb - Form a ball of life energy that explodes on contact with your foe. Damages yourself and your foe.
25. Summon Meteors - Rain down flaming balls of rock from the sky. Does not function indoors or underground.
Enchantment Magic:
1. Sanctuary Portal - Non-combat only. Changes a doorway into a portal back to your sanctuary. One round trip only.
2. Enchant Weapon - Infuses a weapon with magic, adding additional magic damage. Temporary buff.
3. Repair - Restores an objects durability.
4. Chef's Helper - Non-combat only. Improves the quality of one meal, increasing its nutritional value.
5. Tame Beast - Combat only. Binds one animal to your will. Lasts until death.
6. Charm Person - Charms a person into aiding you, either joining as a companion or offering better deals on bartering.
7. Magic Barrier - Combat only. Improves your resistance to magical attacks. Lasts until end of combat.
8. Mend Wounds - Restores some health.
9. Heal Companion - Restores your companion's health.
10. Shape Shift (Werewolf) - Combat only. Change into a half-wolf aberration.
11. Shape Shift (Automaton) - Combat only. Change into a mechanical construct.
12. Shape Shift (Behemoth) - Combat only. Change into a colossal demon.
13. Shape Shift (Vampire) - Combat only. Change into a blood-drinking undead.
14. Shape Shift (Wild Thing) - Combat only. Change into a swirling mass of elementally charged ether.
15. Sense Life - Non-combat only. Reveals nearby characters on map.
16. Sense Magic - Non-combat only. Reveals nearby magic items on map.
17. Sense Traps - Non-combat only. Reveals nearby traps on map.
18. Sense Food - Non-combat only. Reveals nearby food and water on map.
19. Warding - Non-combat only. Creates a field that repeals foes, preventing them from entering.
20. Invisibility - Turn invisible, greatly improving your evasion and stealth. Ends if you perform an action other than moving.
21. Invigorate - Combat only. Improves damage with melee weapons. Lasts until end of combat.
22. Aura of Fear - Non-combat only. Foes are afraid of you, and will be less apt to attack.
23. Aura of Pain - Combat only. An opponent that attacks you with a melee attack takes damage.
24. Circumvent Lock - Disables one lock.
25. Disable Trap - Disables one trap.
Conjuration Magic (Non-combat only unless specified):
1. Summon Familiar - Summons a magical animal and binds it to your will. Lasts until death.
2. Animate Golem - Animates a being made of earth and base metals to serve you. Lasts until death.
3. Conjure Blade - Compresses magic and ambient sediment into a sharp blade. Recurring cost until ether runs out or the spell is dispelled.
4. Conjure Bludgeon - Compresses magic and ambient sediment into a heavy club. Recurring cost until ether runs out or the spell is dispelled.
5. Conjure Armor - Compress magic and ambient sediment into full body armor. Recurring cost until ether runs out or the spell is dispelled.
6. Call Devil - Calls forth a devil, who promptly attacks you.
7. Illusory Self - Bends light into a holographic illusion, which distracts your foes and raises your evasion.
8. Temporal Cocoon - Non-combat only. Wrap yourself in threads of time, causing you to suddenly "jump" forward in time 6 hours.
9. Ether Wall - Combat only. Stops all spells from passing through. Neither you nor your foe may cast magic that targets the other until it wears off. Gradually diminishes with each spell cast.
10. Create Light - Non-combat only. Summons a small hovering torch that follows you, illuminating the area.
11. Transmute (Blade) - Non-combat only. Change one scenery object into a bladed weapon.
12. Transmute (Bludgeon) - Non-combat only. Change one scenery object into a bludgeoning weapon.
13. Transmute (Firearm) - Non-combat only. Change one scenery object into a firearm.
14. Transmute (Armor) - Non-combat only. Change one scenery object into armor.
15. Transmute (Focus) - Non-combat only. Change one scenery object into a focus.
16. Transmute (Sustenance) - Non-combat only. Change one scenery object into food or water.
17. Transmute (Medicine) - Non-combat only. Change one scenery object into medicine.
18. Transmute (Ammunition) - Non-combat only. Change one scenery object into ammunition.
19. Phase Door - Non-combat only. Change one doorway into a passage straight onto the nearest street. Ends after one use.
20. Raise Dead - Animate the corpse of a recently killed foe and binds it to your will.
21. Summon Imp - Call a minor devil to your side and bind him to your will.
22. Obfuscate - Shroud yourself in illusions that make you appear to be another creature (such as an elemental or demon). This may provoke unusual reactions from foes.
23. Craft Staff - Create a magical conduit from a wooden scenery object that stores excess ether. When equipped as a weapon, it grants you the extra ether to be used (and will be used after your regular stock of ether runs dry).
24. Lock Portal - Creates a magical barrier in a doorway, preventing enemies from entering or exiting.
25. Create Phylactery - Seals the caster's soul in a cold iron box, which stays where the spell was originally cast. Instead of dying, the phylactery shatters and you are revived at it's location. This allows you to circumvent going to the Underworld when you die, but it pisses off Death quite a bit.
Techniques (Always on, unless specified):
1. Magic Bullets - Toggle-able. Use ether instead of ammunition for all unloaded firearms.
2. Second Wind - Allows you to restore health from reserves once per battle at a 1:2 ratio.
3. Center Mind - Allows you to restore ether from reserves once per battle at a 1:2 ratio.
4. Full Power - Toggle-able. Increases the potency of most spells, while decreasing their efficiency.
5. Careful Measurements - Toggle-able. Increases the efficiency of most spells, while decreasing their potency.
6. Reflexive Casting - Toggle-able. A chosen spell is cast instantly when combat begins. Does not work if ambushed.
7. Blood Magic - Toggle-able. Cast magic using health when ether runs dry.
8. Fencing - Improved evasion when wielding a blade.
9. Heavy Hitter - Improved damage when wielding a bludgeon.
10. Sniper - Improved accuracy when wielding a firearm.
11. Black-belt - Improved damage, accuracy, and evasion when fighting unarmed and unarmored.
12. Vampire - Can cast Drink Blood for free, but you count as Undead and gain a weakness to sunlight, taking fire damage while outside during the day.
13. Devil-kin - Immunity to Fire and can cast Fireball for free, but you count as a Devil and may be hunted down by angelic assassins.
14. Cannibal - Humanoid foes can be butchered and consumed, but humans are more violent towards you.
15. Dousing - Can sense food and water in adjacent map squares, but only when you are starving.
16. Free Runner - Toggle-able. Improved chance to run away from combat. Also, enemies cannot pursue you. Costs some stamina to do so.
17. Controlled Teleportation - Toggle-able. When casting Phase Door, you can choose where the door leads to for some extra ether.
18. Lich - When you die, you respawn at your Sanctuary instead of going to meet Death, but you count as Undead and cannot heal yourself.
19. Death's Lackey - Death likes you, and will allow you to gain favor with him while alive for killing Undead. However, he expects more from you, so revival costs more.
20. Hedge Mage - You have access to 3 times as much ether, but you have no ether reserves to draw on.
21. Berserker - You have access to 3 times as much health, but you have no health reserves to draw on.
22. Gearhead - You have access to a working car, so you can move much faster on the city streets, but you need petrol to run it, which is rare.
23. Workhorse - You can carry much more than the average person, but you can't fight as effectively when burdened as such.
24. Nerd - You have less health reserves than usual, but more ether reserves.
25. Jock - You have less ether reserves than usual, but more health reserves.
I hope this initial list will grow and change as this idea reaches fruition.
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