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this reduces the complexity of actually casting the spells while still retaining the complexity in the spells themselves. the current setup of the character aims for complicated setups and unpredictability in casting, but it falls short because its difficult or just not intuitive to cast a spell in the first place. simplifying the casting itself, but not the options for it, is probably the best way to go about making this character more digestible
additionally, just adding more spells for singlecasting would make the current system significantly easier to manage. at least 90% of the possible singlecasting options just outright do not work due to lack of implementation, making the spells themselves seem meaningless unless you run into them by sheer chance or grab the spell combinations straight off the workshop page. That is by far the most problematic part of the system, and the whole concept comes crashing down if it isnt resolved by either letting spells activate off of different combinations or adding more spells to fill the empty spots.
hell, id recommend removing any casting styles OTHER than singlecasting to focus on that issue specifically, and move the existing multicast spells into the singlecasting lineup for the time being
spells should be instant cast instead of spell circles, it'll make more sense with these new systems
a new Spell Bullet system
adds a new resource management aspect to the character where you have to manage your Spell Bullets (6 in total) with a new reload move
you could choose from a variety of spell bullets such as:
Proximity Bullet (floating mine that makes the spell activate when an enemy gets close)
Grenade Bullet (bullet thats affected by gravity and activates after about 40-60 frames or so)
Projectile Bullet (just activates the spell using you as the origin)
Origin Bullet (instead of using the bullet as the origin or you as the origin, it uses whatever the target is as the origin i.e spawning around the opponent/using the center of the screen/instantly affecting a projectile)
and heres the new spell system, not completely reworked but enough to make it more simple while allowing for more complexity (lower skill floor higher skill ceiling)
Target (You, Opponent, Projectiles (instead of Objects), Space)
The new Projectile option allows u to speed up your projectiles or slow down the enemies projectiles/whatever else you can think of
Action, but instead of using words such as "oscillate" "converge" etc we should use more direct words such as:
Speed up
Slow down
Press down
Redirect
Lower gravity
Stronger gravity
Beam
Ignite
whatever else u can think of (i cannot think of good damage options rn other than ignite and beam)
and instead of the area of effect as the third option, a new system is in place:
Movement Type
with these options:
Stay Still (makes the spell a zone effect that just stays where its at)
Homing (makes the spell home into the nearest valid target/makes the projectile bullet home in but with a weaker effect than normal)
Orbit (orbits its origin point, if it comes into contact with a projectile/opponent/you/the ground it activates)
No Type/Default (just uses the regular straight line shot type for that spell)