Game dev is tricky.
In my indie game project it took me, multiple iterations, but I'm finally happy with the following magic system.
Spellbooks are spells (effect, cost, cooldown). Staves have mana, manaregen and activate spells they point at. Other items add effects.
Does this sound coherent?
In my indie game project it took me, multiple iterations, but I'm finally happy with the following magic system.
Spellbooks are spells (effect, cost, cooldown). Staves have mana, manaregen and activate spells they point at. Other items add effects.
Does this sound coherent?
Comments
Spells only have a base for (projectile, cone …)
Support artifacts add everything from damage, chain, homing etc.
the idea being that it is fully procedural built by the player, finding a balance that works for them.
If you want to find out more (it's mostly mechanical discussion and game dev talk), I have a discord for the game and game dev talks in general:
https://discord.com/invite/wMB2r4dD88
I'm working on my own Roguelike/Arpg/MechanicPuzzler since a bit of a year.
I'd best describe it as a mix between Hades, Backpack hero, Noita/PoE and Balatro.
Every item in the inventory applies to you (no need to equip them). Items have position synergies.