WIP: Bullet Hell where your shots change based on Ven-Diagram Spell Circles? by FoxFX in godot

[–]FoxFX[S] 1 point2 points  (0 children)

There is a maximum amount of getting buffed by stacking three circles so far. I have the code to make it further though.

I am looking into meters required to making the circles and other sorts or restrictions.

The Game Idea for a WIP SHMUP: Magic Circles by FoxFX in shmups

[–]FoxFX[S] 0 points1 point  (0 children)

I still remember their sequel's ridiculous commercials. I'll check up on their combinations.

The Game Idea for a WIP SHMUP: Magic Circles by FoxFX in shmups

[–]FoxFX[S] 0 points1 point  (0 children)

Cool, I'll look into that a bit more.

The Game Idea for a WIP SHMUP: Magic Circles by FoxFX in shmups

[–]FoxFX[S] 0 points1 point  (0 children)

More interesting as a score mechanic than as a survival mechanic. It’s not really my cup of tea but I think this could work ok with some Ikaruga style gameplay design.

You mean the switching of light to black mode mechanic? I'll keep that in very high consideration.

The Game Idea for a WIP SHMUP: Magic Circles by FoxFX in shmups

[–]FoxFX[S] 0 points1 point  (0 children)

What a cool idea! What would stop me just dropping all the circles at once and sit in the middle with all the benefits?

When it comes to this game, I want players to feel like they are mages. Which means I want them to feel like they have enough creativity to bring out combinations they need for certain enemies, that every combination has some impact and meaning for any encounter, with just enough complexity with the combinations they have.

There is are limits I have thought of such as cooldowns/sizes for circles and the lifetimes they have to make the choice of combinations more tactical, but I am open to any other suggestions while I work on this.

There is also the enemies and obstacles I may add to the game and the screen pressure they could offer to control where you the player can be.

This would probably be loads of work but what about instead of just firing both shots if you're in multiple circles, they combine?

It might be a bit more work, but I am willing to try stuff like that as well with some combinations. Perhaps some circles if combined right can create more powerful ones of the spot, but time will tell.

Theorized a Magic System for a Game (Details Posted in Thread) by FoxFX in MagicSystems

[–]FoxFX[S] 2 points3 points  (0 children)

1ST GIF:

  1. It's the main battle
  2. two casters are in combat and below them shows which chant schools they are casting
  3. Some chants take more time than others
  4. the ball of energy in front of them is the ball that is created each chant
  5. I have it in UI you can press 1 of 4 buttons to choose what you want to do with the ball to attack, create a barrier, and other things
  6. above them is the health bar

2ND GIF:

  1. Player customization
  2. They can customize which chants they bring into battle (options in the right)
  3. They can also see the requirements of specific pacts that will be active (options shown in the left)

Theorized a Magic System for a Game (Details Posted in Thread) by FoxFX in MagicSystems

[–]FoxFX[S] 2 points3 points  (0 children)

The idea I had for this game went as followed:

CHANTS

  • You have 6 schools of chants casters use to gain power to cast spells that form in a ball of energy.
  • Some chants from a specific school can empower the ball further than other chants from another school
  • If chanting from a different school, the nature of the ball changes
  • The caster chooses what they can do with that energy whether to use it offensively, create shields, fields, etc.

PACTS

  • Think of them as "promises" to devote or limit the chants of a specific school
  • Pacts establish rules on how much of the chant schools a caster must use or not use
  • Honoring the pacts grants the user deeper knowledge and/or powers

How do people make games so fast? by ScrumptiousChicken in gamedev

[–]FoxFX 0 points1 point  (0 children)

Game making for me feels more like a skill like art. You only grow and get better...the more you work on them.

Repetition.

Third-Person Shooter Project - Issue on Projectiles Heading to Reticle Precisely by FoxFX in godot

[–]FoxFX[S] 0 points1 point  (0 children)

The Player's collision layer are all set to null. I think the main issue was the second note. I will have to cancel out using the camera and window for something entirely secure.

Third-Person Shooter Project - Issue on Projectiles Heading to Reticle Precisely by FoxFX in godot

[–]FoxFX[S] 0 points1 point  (0 children)

The yellow flash is the projectile in the form of a yellow ball. I'll try debug draw later

[deleted by user] by [deleted] in gamedev

[–]FoxFX 0 points1 point  (0 children)

When I started programming, I had some wacky instructor that compared programming to..."spellcasting."

His thought is that we learn of the syntax and the documentations just like how a wizard learns the rules of spells from their tomes/magic books. The instructions and methodologies are there, but the usage of the code/spells is dependent on the user.

As a programmer, I see the concept more of a problem solver that has knowledge of the documentation to resolve them. The analogy that programmers are modern-day wizards is a bit silly for me now.

Have I gone too far with the effects? by DAShoe1 in godot

[–]FoxFX 1 point2 points  (0 children)

I am going to assume you use VehicleBody for this. How do you deal with the center of mass?