- Joined
- May 11, 2021
That is the point, dumbass.unless you're deeply autistic
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That is the point, dumbass.unless you're deeply autistic
there's literally a game where you build houses while shooting at people and it sold like gangbusters. A scripting game would probably be fineYou think that I think modern games are good?
Watch those scripts get hyper optimised by the few people who were even willing to use the scripting system in the first place since writing scripts isn't fun (unless you're deeply autistic).
I would like to avoid physical fluid dynamics calculations, but that could be something that considers calculations related to accuracy and agility where faster attacks have a higher chance of missing, slower attacks have a higher chance of being dodged, attack power reduces over range unless highly focused, which also increases the accuracy needed.In your example, how would you make the fireball fly faster, have more range, bigger/smaller radius, etc?
I would definitely want to put some sort of limiter in place for memory usage and cpu cycles. Levelling up could increase those limits, but they would be a consumable resource so that highly inefficient code would deplete the players points and if those run out then it depletes their HP until it hits zero.It would be ridiculously easy to grief by designing spells to act in the way that is the least efficient for the CPU, but most efficient for its in-game resources.
I would like to avoid physical fluid dynamics calculations, but that could be something that considers calculations related to accuracy and agility where faster attacks have a higher chance of missing, slower attacks have a higher chance of being dodged, attack power reduces over range unless highly focused, which also increases the accuracy needed.
Admittedly there would be so much work involved just in building the magic system that the first literation of the game pretty much has to be a 2D single player game. I would need to design it so that every object and action has weighting, strengths, and weaknesses assigned to it, so that the power needed to enact a change in an object would need the correct amount of mana. What I really want to focus on is a realistic concept for how magic would function if it is real. If there was a way to draw ambient magic into the spell, like using fire or animal sacrifices, that's something else that would be interesting to implement. So moving a table would use a lot of mana but attacking it with fire needs little, and moving a pot uses little mana but attacking it with fire needs a lot.It would not work at all in a multiplayer game, for multiple reasons:
- everyone would just copy-paste the same spells from an online guide
- spells would be boring because of balance and preventing griefing
- creating vs using spells are two completely different activities, and multiplayer games do not like that
So you could either get something like Magicka, where the spell customization system is simple, limited, but manageable, or you can give players the full power, but let them use it in their own dedicated instances so they can't impact people without their consent.
And in the latter case, it leads directly to furry sex. Yes, I was talking about Second Life.
There are also programmable strategy games like Screeps, but I don't think that's what would feel like a spellcasting game.
Scriptable magic could work in a single-player game. A semi-sandboxy puzzle game, to be more exact, perhaps with RPG elements. The closest I can think of is Baba Is You, a puzzle game about manipulating the rules of reality. But it would be better if you could do this kind of complex magic in a more complex game, like Baldur's Gate.
And everyone remembers which spell put BG3 in the headlines. Yes, the bear thing. Every magic leads to furry sex.
Just tell chatgpt to make itthe hard part is making an mmorpg in the first place