[Super-tux-devel] Magic system
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From: Christopher A. W. <cr...@li...> - 2004-05-10 12:33:09
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Okay, I spent quite a bit of thinking on this over the weekend. Ingo made a comment to me that he thinks the fireflower and such should be replaced with various types of magic. I generally think this is a good idea. To encourage laziness, and for overall neatness, I have another idea to add to this: Tux should use scepters (sort of like a cross between wands and staffs) for various magical abilities. This will make it so that we only have to make a few images of him holding the staffs in various forms, and then draw multiple forms of the staff over them. Ingo and I also had a huge clash over this idea... I thought that tux should have a magic meter that would be refilled by collecting coins, and used up by firing fireballs and such. To add a bit of strategy to the game, you know? Ingo absolutely hates this idea, but I think it is great. Perhaps I could squeeze it in as an option then :) However, Ingo did come up with an alternate solution... one that I think is quite good (and that I think should not replace but just be included along with my idea ;) Basically, it would entail that switching to other magic "types" (I.e. from fire to ice) will "puish" the player, like it does in r-type and some other games, as you have to "build up" each type of magic. Say for example that first when you grab the ice power you get only an ice sword, which can simply bash enemies and freeze them. However, when you grab the ice power again, you get the ice scepter, which allows you to shoot ice spells. But if you went and grabbed the fire power, you'd be stuck with just a fire sword once again. I dunno, I'm just throwing ideas out into the open! What do you guys think? I plan on posting up some sketches soon on this. Christopher Allan Webber | The bottom line |