Spell/runes system suggestions

You want to see some new features in the game? Share your thoughts!
Post Reply
beholder
Posts: 16
Joined: Sun Sep 15, 2019 1:09 am

Spell/runes system suggestions

Post by beholder » Sun Sep 15, 2019 12:10 pm

I love the spell system but I also think it's a bit weak gameplay-wise and could be improved. Here are my suggestions:

1. Make rune combinations dependent on correct order of the runes. This should be easy to implement and prevents the player from finding out combinations too easily. I remember a 1992 RPG game The Summoning where you incidentally also had runes but for spells you used hand gesture combinations like runes in your game and they were majorly correct-order dependent. This will also allow you to use a certain rune twice in the same spell which makes the combinations longer and allows for many more spells and effects without adding more runes.

2. Add curses aka permanent effect ill-causing spells which result from improper runes combinations. Can also be random from various improper runes combinations. Like base strength -1, summon a strong monster, darkness curse, schizophrenia curse (monsters which are not really there), etc. This will either make determined players to reload a savegame to find out all combos or prevent the undetermined players from messing with the runeboards. Read the next point why this is important..

3. Make information about runes combinations for most spells available in-game via merchants, NPC encounters, random plaques, etc. You may also make the combination revealed within a text-only description which is incomplete (as in "I have split this scroll with my brother, because the spell it contains is way too powerful to use by one person. I hope I reunite with him when he comes back and we will use this spell to make things right. The Spell of Waymaking is made by using following runes in this very order: Aard, Heth, Tau,.. [the rest of the message was unfortunately torn away]"), which would encourage players to try some new runes combos. Or make custom messages with riddles containing the spells (the runes combination would be encoded in the caps of the text, etc..).

4. Make some special spells and information about them accessible via different routes. One route could be an app notification. Another could be a forum message. Another on a partner website :-P
beholder
Posts: 16
Joined: Sun Sep 15, 2019 1:09 am

Re: Spell/runes system suggestions

Post by beholder » Sun Sep 15, 2019 12:13 pm

Here is a complete list of spells and runes effects from The Summoning:
http://www.jaelus.com/thesummoning/magic.htm
NowThenGoodBad
Posts: 7
Joined: Sun Dec 01, 2019 11:01 pm

Re: Spell/runes system suggestions

Post by NowThenGoodBad » Mon Dec 02, 2019 10:06 am

Really cool idea beholder.

Personally, I like Mario'a system mostly. However, I find it a bit inconvenient to have to open and use the spell book each time I want to shatter an object. Once o find that spell it would be nice to have it pop up as an option next to destructibles just like how the disarm trap pops up or potions pop up when your health is low (instead, also having a healing spell would be great).

But, I will say that having to pull out the book and remember specific spells does feel more magical.
User avatar
Mario
Posts: 86
Joined: Tue Sep 03, 2019 10:35 am

Re: Spell/runes system suggestions

Post by Mario » Mon Dec 02, 2019 10:08 am

you can put every spell in a hotslot...
Author of Lootbox RPG and Silversword.
rasoir0591
Posts: 8
Joined: Sat Nov 30, 2019 8:36 pm

Re: Spell/runes system suggestions

Post by rasoir0591 » Tue Dec 03, 2019 8:02 am

I think using magic in this kind of way is worthless like using ranged weapons. No matter how far you are it's too close and take too long to get better place to shot/cast.
User avatar
Mario
Posts: 86
Joined: Tue Sep 03, 2019 10:35 am

Re: Spell/runes system suggestions

Post by Mario » Tue Dec 03, 2019 8:04 am

The too close message should only appear when standing directly beside an enemy.

If there is at least one tile of space between you and the enemy, ranged weapons and magic missiles work pretty well.

kind regards
Mario
Author of Lootbox RPG and Silversword.
rasoir0591
Posts: 8
Joined: Sat Nov 30, 2019 8:36 pm

Re: Spell/runes system suggestions

Post by rasoir0591 » Tue Dec 03, 2019 10:57 am

I know how it works :D Even spending more time to kill normal enemy via magic or ranged weapons, killing boss have no sense. Narrow corridors or fast respawn (in brain lair) make it harder to use. But it's my opinion you're the Boss here.
NowThenGoodBad
Posts: 7
Joined: Sun Dec 01, 2019 11:01 pm

Re: Spell/runes system suggestions

Post by NowThenGoodBad » Tue Dec 03, 2019 10:46 pm

you can put every spell in a hotslot...
Yes sir! The constraint of having limited slots makes us have to choose wisely which spells to have ready. It reminds me of some fantasy books where the sorcerers or magicians have to prepare the spells ahead of time and, in some cases, can whip out their book and fire off one.

I appreciate the system you made, and it gets me to use my brain to actually remember the combinations of ones not in the hotslots. I view limited hotslots as a valuable constraint just like limited inventory spots: we have to pick and choose wisely.
Even spending more time to kill normal enemy via magic or ranged weapons, killing boss have no sense. Narrow corridors or fast respawn (in brain lair) make it harder to use.
Rasoir0591, before Mario patched it, I spammed the Firebolt 2 spell nonstop after doing a respec so that I could handle the castle. I'm actually glad he patched it to not work adjacent to your character, splash back would suck. While you can still use Firebolt spells 1 tile adjacent diagonally, enemies can also do the same to you.

This change forced me to think more creatively about how I handled dungeons, especially when certain ranges magical enemies were slamming me hard (while everything else bounced off). I had to strategically use corners, corridors, doorways, and even enemies to block, evade, and draw enemies closer.

It made the gameplay much more dynamic and required thinking and creativity to handle some situations.
Last edited by NowThenGoodBad on Wed Dec 04, 2019 5:55 pm, edited 1 time in total.
rasoir0591
Posts: 8
Joined: Sat Nov 30, 2019 8:36 pm

Re: Spell/runes system suggestions

Post by rasoir0591 » Wed Dec 04, 2019 7:59 am

I don't want to back to old system (when Firebolt cast in a dark), just in my opinion there should be way to make monster not get so fast to player.

@edit
Just a suggestion to think about.
JokerB5831
Posts: 15
Joined: Sun Dec 01, 2019 1:55 am

Re: Spell/runes system suggestions

Post by JokerB5831 » Tue Dec 24, 2019 11:32 pm

NowThenGoodBad wrote: Tue Dec 03, 2019 10:46 pm
you can put every spell in a hotslot...
Yes sir! The constraint of having limited slots makes us have to choose wisely which spells to have ready. It reminds me of some fantasy books where the sorcerers or magicians have to prepare the spells ahead of time and, in some cases, can whip out their book and fire off one.

I appreciate the system you made, and it gets me to use my brain to actually remember the combinations of ones not in the hotslots. I view limited hotslots as a valuable constraint just like limited inventory spots: we have to pick and choose wisely.
Even spending more time to kill normal enemy via magic or ranged weapons, killing boss have no sense. Narrow corridors or fast respawn (in brain lair) make it harder to use.
Rasoir0591, before Mario patched it, I spammed the Firebolt 2 spell nonstop after doing a respec so that I could handle the castle. I'm actually glad he patched it to not work adjacent to your character, splash back would suck. While you can still use Firebolt spells 1 tile adjacent diagonally, enemies can also do the same to you.

This change forced me to think more creatively about how I handled dungeons, especially when certain ranges magical enemies were slamming me hard (while everything else bounced off). I had to strategically use corners, corridors, doorways, and even enemies to block, evade, and draw enemies closer.

It made the gameplay much more dynamic and required thinking and creativity to handle some situations.
At first wasn't keen on spells until got the 3rd runeboard (Apprentice) and combined them for Journeyman Runeboard, allowing all runes + all 3 power boxes to be available. Then the experimenting begun on which spells would have a slot, my choice when underfire Stoneskin, Giant Strength, Poisonskin, Infusion, Cauldron for resting afterwards, and Firebolt 2. Thanks to Create Food 3 & Magic Light cast them from Runeboard same with Show Map. Once got those placed was able to fight off close attacks, even stop attacking close attackers while Poisonskin was on to focus Firebolt & Range Weapons at distance attackers like Range User types and Magic Users. Overall definitely kept me on my toes, especially when Wizard pelting you with Firebolt and it appears he is firing off two at a time before realize there is another or two off screen firing at same time. Many of deaths and alot of cussing was happening. Definitely worth extending game with more adventures - haven't seen any of the other family members yet that Dad mentioned?? Maybe a Sequel on who will take over if Dad retires. Thanks again on all helpful tips within Forum.
Post Reply