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Ah ha ha ha ha! I've been waiting for a while for this post.

We have the crafting system all figured out. (Well... that's sort of lie, there's still a lot of work to make it into an actual gameplay loop). But the point is, you can now arrange and connect runes to make all those different types of spells. Once we add a bunch more runes, and make a way to save spells so you can use it in other places in the game, we'll have a real prototype going.

Here is a video of me crafting three progressively more powerful spells out of the runes we have in the game so far already. There is more detailed explanations below.

The first spell uses the form project rune, then connects that to the condition to wait until the projectile lands. The next rune is the fire burst rune which deals damage to entities (the green things) around. After that I add a burn rune at the end to do additional burn damage over time. I also insert a flame trail rune before the condition to make that cool trail behind it. The third spell I add a bunch of modifiers, some which strengthen the damage and radius of the fire burst, and the one attached to the first rune makes the projectile travel faster.

Next I'll be programming a bunch of runes so that Julien can work on the particles when he wakes up. Future steps include saving/loading crafted spells, spell tablets to limit the types/quantities of runes, and the main gameplay loop of exploring a dungeon using your spells to collect more runes.