We now have our very first spell in the game!
This is a long-range type spell that you can spam. It takes a few frames of preparation and recovery to cast, so think wisely before using it. Naturally, it comes with the advantages of range and higher damage, but that power needs to be balanced. That’s why casting delay in the animation, and eventually mana consumption, are necessary downsides for this character’s skill.
My long-term goal is to create many different types of spells, not just ranged ones. The core design idea is: the closer the range, the less preparation and recovery time the spell will have. Different types of spells will also feature unique animations.
For the demo, we’ll only include this one spell, but in the full game, i want to create more.
Elemental System:
Spells will also tie into the game’s lore through an elemental system. There will be 12 elements in total, used by both players and enemies:
Fire
Water
Earth
Air
Psychic
Life
Cryo (Ice)
Lightning
Dark
Holy
Neutral
Immaterial
Each element will bring unique effects and playstyles.
At first, in the early versions of the game, the elements will mainly serve as flavor and world-building. But eventually, enemies will have resistances and weaknesses to certain elements and possibly even interact with the environment
What’s next?
Once I finish up the remaining clothing pieces (shirt and skirt animations), I’ll move on to the next major project milestone: designing the game's very first enemy and implementing its AI tree.
This AI system will act as a foundation so future enemies can use the same structure with individual modifications , for example: stationary enemies, flying enemies, ones with unique movement patterns, bosses, and more.