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DS spellcasting issues

SpellForge
2002-04-10
2002-04-10
  • Nixon Bardsley

    Nixon Bardsley - 2002-04-10

    The following review is generally very good but has some interesting information for those (like me) who haven't got hold of the game and won't until later in April due to locale (or whatever):

    http://www.zengamer.com/review.php?revid=12

    What is interesting information for me is that there are only three primary attributes and four skills.

    Attributes are:
    Strength
    Dexterity
    Intelligence

    Skills are:
    melee
    ranged
    nature magic
    combat magic

    Levelling is in particular skills and attribute requirements for using items are common (I getthe impression that almost everything bar basic items will require a certain amount of points in one attribute or other)

    Several thought arise from this. Levelling is very fluid and is a continuum rather than an atomistic reach a level then reach another level. The widespread use of attribute requirements means that in the field of spells, which I assume use intelligence but may, may be able to call on other attribute requirements, level need not be the whole of controlling access. A greater spread of spell access would be achieved by using Int point requirements.

    The other thought pertains to the skills. The big question, for me, is whether or not modders will be able to create custom skill categories. The importance of this question for spellcrafters is that if we can't do this we will have to fit our spells into either the Nature Magic or Combat Magic skill categories (or schools).

    I'm hoping against hope this will not be the case. Clearly, the ideal would be the ability to add, in the case of my current project, a Circus Magic skill which would define access to Circus Magic spells and the use of which would enhance that skill.

    We will see...

    Jasp

     
    • KC

      KC - 2002-04-10

      YOu will be able to make these new skills, somehow.  It might be in an item, that has a skrit attached that "watches" you kill stuff, and levels the item at different points.  This item can be made undroppable, unsellable, untradeable, so it is part of the character.  A little programming will make this happen.

      In your inventory, it might be invisible, or be a little clown nose...

      This is info from the PDS forums.  And, of course, my unfailing perception.  ;)

       
      • Nixon Bardsley

        Nixon Bardsley - 2002-04-10

        PS. It also sounds to me like that approach would work with character attributes like STR, DEX and INT - allowing custom attributes. Not something I'm personally that interested in (at the moment) but something I know others would want to be able to implement.

         
    • Nixon Bardsley

      Nixon Bardsley - 2002-04-10

      Interesting. Yes, I see how that would work.

      To be honest, given the trumpeting about the 'modability' of DS, I was fairly confident this would be the case.

      Cheers,

      JAsp

       

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