Light spell refinement

Finally finished college and all my assignments. Haven’t had time to touch the project until today.

Worked on some refinement for the light spell, slowly working my way through each spell. The light spell is pretty much finished now, all I need to do is make some  additions to particle effects and add in destroy animation for the light pulse.

Basically I added in a timer for the spell. When you hold the trigger down, you have 10 seconds of light. If you run out of time or stop pressing the trigger, after 1 second, a slow recharge will happen, and will eventually give you another 10 seconds of light. It is possible to add on more time to the light by finding small floating power ups in the level.

A feature I was going to include was making it so that holding down the trigger fully used more power, but I’m not sure if I will implement it. I will have to see how the spell works in a real level scenario and then decide.

Other than that I added in an “Unable to use spell” sound effect. I have the push spell working from a few weeks ago and will make a new blog post showing a gif of that in action tomorrow hopefully.

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Levitation Spell now working

Worked on this yesterday along with the light spell. I have now finished the levitation spell and I am very happy with the result. It takes advantage of both the trigger and the bumper buttons. The way it works is you pick up an object by pointing at it and pressing the bumper button. Once you have the object  picked up, you press the bumper again to put it down. I utilized the trigger button by having the spell utilise the pressure sensitive nature of the trigger.

If you have the object pick up, you can push in the trigger button, and press the bumper button again to shoot the object. Pushing the trigger in fully will give you a max charge, while holding it in only slightly will give it a small throw. Here is a gif that demonstrates how it works:

 

Physics Spell Charge Short

There are things I still need to add to the spell, such as sounds and particle effects. I also want to try add in some sort of particle system that follows the object, so you can see where you are shooting the spell too.

This is the first part of the physics spells. I will be working on the second part now, which will be a type of “force push”, sort of like what you see in Star Wars. You would use this when you need to move many objects at once. Hopefully I will have something working for that next week.

Fully functional light

So previously I had the light spell working to some extent. The problem was that it allowed the player to shoot as many lights as the game could handle, and they went through walls and all sorts. I finally implemented a way of destroying the lights. Right now as it stands, you shoot a light, it moves until it hits something, and upon hitting something, it sticks to it. The intensity of the light is lowered once it is attached however. The light lasts around 5 seconds, and after that time is up, the light is destroyed and the player can shoot another.

There is more work to be done with the light spell however. I want to add in particle effects to show the light in both instances, when the player shoots one or simply increases the light around them using the Trigger button. I also want to add in a pulse effect, so the light doesn’t seem so static, and it will make the world feel more “alive”. The strobe effect should be easy enough, however I’m not sure how much work will go into the particle effects.

After this is done I can look into adding in some sound effects for the light. Sound will be very important as it will be the only indicator to the player on if they can use a spell or not, as there will be no HUD. So if you use your ambient light spell, and run out of magic power, there has to be a sound effect to indicate to the player that they have ran out of power. Also if they try to shoot a light when there is already one instantiated, they will have to be notified also.