Handling your spells after casting

Post » Sat Jan 23, 2010 3:15 pm

Why waste time on a gimmick? I'd rather have a decent quest than a shiny fireball.

The best way to fight dragons is with dragons. :nod:
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Sat Jan 23, 2010 9:10 pm

Well if we spend all our efforts on making stuff look pretty, then you must sacrafice quests, dungeons, etc. Who needs a shiny fireball?
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Sat Jan 23, 2010 9:37 am

Well if we spend all our efforts on making stuff look pretty, then you must sacrafice quests, dungeons, etc. Who needs a shiny fireball?

I can make my own dungeons, I can't make my own dragon fireballs.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Sat Jan 23, 2010 9:14 am

Mod it.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Sat Jan 23, 2010 7:00 am

I think it's an interesting idea. Essentially, you have multi-second duration spells. Instead of casting one fireball, you maybe cast a torrent of fire (let's forget about the dragon for ONE second) which is basically a magical flame thrower. Wherever the spell is pointed is where is continues to do damage. This is very useful as a crowd control spell...as long as the AI is good enough that even if being set on fire doesn't kill them, the enemy will probably run away.

Back to the dragon...this would be a good aspect of the spell in that it is further demoralizing. Getting burned is one thing, getting burned by a giant winged lizard made of fire is another. This maybe in addition to doing fire damage (and whatever the AI response is to being set on fire) maybe it will have a "demoralize" effect, like some Illusion spells.

Further, I don't think either is too hard to do. It's really just a matter of animation. There's not much coding beyond what is normally done for other weapon/spell attacks. There is the initial creation of a "controllable spell" type, but that template can be applied to fire, water, lightning, poison. I also think you should be able to somewhat control the creatures you summon, like telling your skeleton to go after the mage while you kill the archer etc.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sat Jan 23, 2010 2:53 pm

PS Or you could you know......... just aim better.


I'll stick with aiming better. I admit it's interesting to control your spells but I think it would be hard to use in a game such has TES, for the simple fact that wwhile you were controlling your spell another enemy would be chopping you...
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Sat Jan 23, 2010 7:52 pm

I would like some kind of "Flame Storm" or some such spell, wherein the caster has to remain in the same position to continue casting it. It would look kinda absurd if you casted it and walked to the side to see flame continually erupting from nowhere, it somehow makes more sense with it continues to emit from your open (preferably shaking) hand.

Still not a fan of the dragon though. For one thing you'd be looking the dragon's ass the whole time, never actually seeing it until an NPC cast it. There'd also inevitably be serious clipping issues and likely slowdown.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Sat Jan 23, 2010 5:17 pm

Why? Why should it appear to be a dragon?

because dragons are awesome..duh
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Previous

Return to V - Skyrim