Spell Selection Basics

Not a big post today but I was working on fixing a problem I was having with shooting the light from the wand which is finally fixed! The features I plan on adding to the light spell are as follows:

  • Adding a slight strobe/pulse effect to the light to give more life to the environment
  • Adding in an object pool to handle the light shots so only 1 may be shot at any given time
  • Making it so that when you shoot a light it will stick to the first collider it touches. It will stay here until its time in the object pool is up. It will then dissapear and the player will be able to shoot another spell
  • Adding in some sort of partcile effect to the tip of the wand to make it look a bit nicer
  • Adding in sounds eventually

It will be quite a lot of work. Some of the things may never get finished in time as I have to start on other spells but I think it is good to point out what I plan on introducing to it.

Other than that, I added in basic change spell functionality, which is just pressing buttons on the Hydra and changing the colour of the light, as each spell will give off a different ambient light. I also added in checks to make sure that the Light Spell attacks could not be used while another spell is selected.

Each spell will have to have a unique looking particle effect, so I will eventually add that in along with spell functionality. I have a small GIF showing off the change spell:


Change Spell Early Test

Turned out to be a longer post than I expected, but oh well. I’m going to get to work light collision and the levitation spell next I think.


Light Spell in early stages

Like I said I was going to update the blog with a dedicated post on the light spell as it is right now.

At the moment I have a basic version of the spell working, with the light following the wand around and casting shadows. There is 2 versions of the light spell, one corresponding to the pressure sensitive trigger, and the other corresponding to the bumper button. Each have different uses.

Pressure Sensitive Trigger: This gradually increases or decreases the light depending on how much pressure is put on the button. Having the button barley pushed in will use less magic power than having it fully pushed in. Here is a GIF of it in action:


Early Light Spell Trigger

Bumper Button: This doesn’t use any magic power but it has a cool down timer. This is used when the player runs out of magic power. Right now it shoots a ball of light. I plan on adding in a collision detection system for it so the light sticks to whatever object it hits and will last until the cool down timer expires. Once again, another GIF to demonstrate.


Light Spell Early Shoot

These are both work in progress, I plan on adding collision detection to the shooting light as I said and I also plan to integrate some form of particle effect system, add make the trigger light have a sort of strobe effect. I plan on working on a levitation spell next, which will work sort of like the gravity gun from Half Life 2, and a sort of  ‘telekinetic-magic’ push, which will move objects out of your way


So quite a bit of progress on the Final Year Project front.

I got the Hydras working with a default hand model that is fully animated, this model is provided by the Hydra team, I may or may not create my own hand model, depending on time. I may just modify this hand model to have a wand in it, but it’s not important right now.

I managed to get the basic version of the Light spell working. I’m not going to go into too much detail here as I want to make another blog post explaining it in more detail, along with a video of it, but I am quite happy with it. The main thing I want to do with the Light Spell is have a decent looking particle effect at the end of the wand that gives off a nice source of light. The light source also needs to be adjusted so the lighting is a bit better around the environment.

Finally, I got a very basic positional tracker working. I haven’t tested it with the Oculus yet, but it works pretty good with just the Hydra in place. I took this functionality out for now as I am focusing on getting the spells working and training rooms for each spell.

I’m going to be updating the blog more frequently now as I get more deep into the project, but that’s all for now.