Development Update 2 – Blockly + Mana

Here’s our second monthly update video from Friday. This was our first time using Twitch so we had a couple of technical difficulties — there’s no video for the first 4 minutes and the audio quality is pretty poor.

For next month, we’ll advertise the live stream so people can ask questions and we’ll get these issues sorted out!

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16 responses

  1. Verzne

    So I was wondering what are your plans for the future as far as, how complex spells will be able to be? And how much freedom in creating spells will we have? If I wanted to create a Kamehameha beam from Dragon Ball Z, would I theoretically be able to figure out a way to do that? Or if I wanted to make an ice palace build itself out of thin air like in frozen, would I theoretically be able to figure out a way to do that?

    December 15, 2014 at 5:10 pm

    • a_lopezmobilia

      Yeah, that’ll depend on what we end up making accessible through the rules of the world. From my understanding of the Kamehameha beam, you should already be able to do something like that, though it might not visually look exactly like it does in Dragon Ball Z. You could create a bunch of orbs that push out from the player to create a beam that would push anything it hit along the way.

      As for an ice palace, we’ve experimented some with ice creation, and aren’t sure how or what we’ll end up doing with that, so I can’t promise much there. We’ll be adding more details on water magic after the Alpha version.

      December 15, 2014 at 9:55 pm

  2. Isaiah Peterson

    Will it be possible to freeze water? That’s all I have other than I’m going to get the Alpha version. πŸ˜€ I’m so excited. Thanks!

    November 27, 2014 at 11:45 pm

    • a_lopezmobilia

      Yes — most likely not for the alpha, but it is currently in our plan to be able to freeze water!

      November 28, 2014 at 3:30 pm

  3. Risen_Ph0enix

    Oh I also think you should add a really tedious grind for expanding the maximum of mana so becoming a stronger mage is about the coding itself or the work you put into it.

    November 26, 2014 at 7:19 pm

  4. Risen_Ph0enix

    I am getting that December feel. Do you have a set date for the Alpha release of CodeSpells?

    November 26, 2014 at 7:17 pm

    • a_lopezmobilia

      The plan is still Dec. 25th! We’ll have more details on that early next week.

      November 26, 2014 at 7:21 pm

  5. Solomon

    The “explosion” spell creates a “push shield” with 30 mana instead of the 40 demanded by “push shield” normally. What happens if there is insufficient mana?

    November 3, 2014 at 4:30 am

    • Chriss

      If I understand it correctly, the normal push-shield creates 20 push-spells with 2 mana each in random directions. Hence I’d think that giving it only 30 mana results in the loop beeing executed 15 times correctly and at the 16th attempt to create a push-spell, it would stop because the spell has no mana left.

      November 3, 2014 at 9:57 am

      • a_lopezmobilia

        Exactly!

        November 3, 2014 at 3:40 pm

    • a_lopezmobilia

      The spell will execute up until it runs out of mana. This will be more clear in the debug information, but basically spells take up some mana of the type of spell they are (for Earth it’s currently set to 1 earth mana per second) and more mana per mana costing operation. If an operation can’t be executed, the orb will die out.

      Push Shield has a loop in it that creates orbs in a circle, not giving it enough mana at start will make it so it doesn’t make a full circle and the orb dies before the loop is completed.

      November 3, 2014 at 3:39 pm

      • Will

        So would a more efficient shield spell create, say 50 orbs, but “on hit” would remove the orb, then create a Push at that spot? Ergo you create a large number of possible collisions, but only spend the mana for maybe 3 or 4 of the orbs that actually connect? Can you time how long an orb is out before removing it? Do all orbs require 1 mana on creation, or only after one second?

        November 6, 2014 at 1:12 am

      • a_lopezmobilia

        In this case, it would not be possible. We will have some way of transferring unused mana from other orbs (or the player) to new ones, but that is not currently implemented. All of the mana is initially transferred on creation. One of our thoughts for Air orbs is that they have a larger radius so you’ll be able to do more with less mana as they could feel a potential collision and create an earth orb at the collision point. So some of the efficient side of things will come from having to use different types of magic together.

        Orbs currently use 1 mana per second of the type of magic they are, but that might change.

        We do have a way to set intervals or timeouts to destroy the orb after a set amount of time. The unused mana is currently destroyed, though we may have them drop it in some form of collectible object.

        We’re still working out the details, so all of this is subject to change. In fact, next week we’ll be trying out a couple of different ideas for gathering mana and the general cycle of it being used. I like the idea of orbs being able to pull mana from dropped mana, so one could Broadcast a message for all the other ones to destroy once it has a collision so they drop their mana and the Broadcasting one pulls it all to use in it’s object collision.

        Hopefully that’s not too cryptic! We’re honestly still experimenting and trying to focus in on what’s the most balanced and fun. We’ll have more of this detailed out very soon!

        November 6, 2014 at 5:39 pm

      • Aero1

        I need no balance, I need unlimited fun πŸ˜€

        just kidding^^

        it looks really good so far πŸ™‚

        What I want to ask: Will you increase the overall speed of the game and the spells? Like faster Orbs, or faster sand behaviour? Or is this limited by the game engine?

        As I can see, at the moment you only have 50 mana. And since this is basically the border on how much you can cast a spell or how strong it is, will this always be the same or will you add options to get more maximum mana (for example: special “mana quests you get from a specific NPC”)?

        Kepp up the good work!

        November 7, 2014 at 10:18 pm

      • Will

        OK, neat! I do like how the more advanced spell applications, like real programming with limited resources, will all revolve around using what you have in smarter ways. Finding little tricks to get more out of the system is where the real fun comes in for me. What about long-term/semi-permanent spells? A house that can try to keep itself together, a wizard tower with built-in functions, a golem that can have some limited permanence, are these on the drawing board for you all?

        November 10, 2014 at 3:26 pm

      • a_lopezmobilia

        Will – Yup, we’ll have ways to do that sort of thing, either with some sort of source or dormant state for spells. We’ll have a few more details for that at the end of this month!

        Aero1 – We use the term “balance” loosely πŸ™‚ We are mainly pushing for the world to make sense and to feel like it doesn’t break in ways that it shouldn’t so that when you do something incredible, it feels meaningful. It’s hard to feel like a super powerful wizard when the game just feels broken. We’ll definitely have options for speeding up the game. Right now our focus is to try to make the engine work, but players will have the ability to edit lots of those values including sand settling speed, even if that means potentially breaking the engine!

        November 10, 2014 at 3:43 pm

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