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Basically, a similar concept to Rimworld of Magic's classes, but the magic isn't locked for everyone who doesn't have the trait/gene, just available by default.
Yeah I don't see why that can't be the case. Another thing to add to the work pile!
Keep in mind that the gene part is going to have to be Biotech locked.
Makes sense. That's part of the reason I mentioned making traits to go along with genes. That way you can give people both options, and with any luck have them piggy back off of a similar system so it doesn't take as much work to code them.
Modder-side, I think that maybe for progression you can make it so that sorceries could be upgraded by a node on the tree / leveling up, making it stronger either by dynamically changing values or just replacing it with a new sorcery, whichever's easier.
i'll have to think about the loadout idea- at some point this will be a serious consideration, especially since it's likely multiple magic systems are going to be on one pawn.
as for progression- yeah, that's basically how the skill tree works. you can simulate upgrading abilities via replacement, upgrading passives, the whole shebang, it's why I added the ability to add/remove hediffs and abilities
there's also exclusive nodes, which works just about exactly as it sounds like- so you can lock out upgrade paths, if you want
Maybe you could have skill nodes that level up separately from the schema, rather than being bought with skill points? Like an ability that gets stronger with repeated uses, but doesn't level up the schema itself.
Oh darn, level requirements are a really obvious thing I should've added. Thanks for bringing that up!
It's also funny that you bring up that example of skill nodes leveling separately from the schema- I originally thought of that approach when I was working on my own custom magic system, prior to making this framework.
A multi-purchase skill node is something worth investigating. For the moment though, it's probably not going to be a priority.
This way you'd have what is basically "potions" to refill energy, to prevent overload or even to reload charges.
Because as it is now, depending on the rechargerate, it can either a refill for positive rate similar to what a mana/etc potion would do or a refill to something that doesnt regenerate on its own at all, unlike the refresh on Vancian, tho I didnt test the refreshtick together with it.
onDamage, onDamaged, onJob and such ?
One could make an energy type that requires to balance dealing and taking dmg for example.
i'm going to give the idea with consumables a thought- that does sound like a pretty good idea
as for the other energy generation methods- well, that one I need to think about, since that would require essentially reworking the energytracker system almost completely
especially with how many could be added.
One that depends on specifiable needs (take yayo need from addiction),
stats (as simple as psychic sensitivity)
or generated from casting certain abilities.
It might not have clear in my example, but I meant taking dmg to charge energy while dealing dmg would result in venting energy instead, trying to keep it from overloading.
Meaning there would 2 mechanics involving the same energytype here if we dont include possible future consumables.
Of course it would require an exception when using abilities so it wouldnt create an increased venting effect.
Any idea to combine those two?
For example:
I wanna use mana as energy type and different schemes for ability types, lets say water and fire magic.
If I use water magic, only the specific mana pool from my water magic will get used and not my complete mana pool. So I can still cast fire magic, if the mana is low in my water scheme, even if they use the same energy type.
Same energy type should use all the similar energy, right? So if I use water magic, I shouldn't be able to use fire magic if its the same energy type because it should lower both.
Is this intended?
Also, can two schemes be connected as prerequisites?
regarding your problem:
the way you're using it, splitting water and fire magic into seperate schema, you've told the system that they are completely different systems- i.e., the mana in fire magic isn't the same as the mana in water magic, and so it gets treated as completely different.
if you want them to use the same energy, make sure your abilities use the same sorcery schema. fundamentally, it doesn't sound like you need completely different schema for this.
from a design perspective:
i did consider allowing magic systems/schemas to be combined, but i think the use case for that is relatively niche. maybe for simulating classes, but the leveling system can handle that to an extent.
exclusive schemas (i.e. a situation where you can't have these two schemas at the same time) is up for consideration but that falls into the same area.
as for linking together schema- interesting thought. my perspective is this: in most scenarios where you'd need to link together schema, you can accomplish the same thing with one schema. the big exception here is if you want to change leveling based on a "class"- atm, the leveling system is suited for a system like skyrim's.
i'm not sure i follow here
if you want combination element abilities, in theory couldn't you just make a new skill tree for that, requiring you to learn prior abilities in other skill trees? as long as it's within the same schema, it's fine.
each element can occupy it's own skill tree within the same schema as well.