Did a fair bit of coding today (and yesterday and the day before), working (again) on the magic system and pleased with the progress so far. At the rate things are going, I might have enough done by the end of the weekend for you guys to have a bit of a play with. We’ve been knocking around a few ideas as staff about how it could work better… and we’ve come up with the following:
1. Orb prospecting
Remains pretty much the same, you search around, and it works like a compass to locate the nearest kha source.
2. Orb harvesting
Remains pretty much the same, you spend a little time and if you’re lucky you get a nice shiny orb.
3. Absorbing the Orbs
This is where the changes start to become apparent. Orbs now deteriorate . Fast. They last, at most, about 10 minutes. They no longer hold spells, but rather simply have kha that can be absorbed. New command: absorb . This will absorb the kha into your body, and the kha types are separate. So you might have 200/350 Fyros kha and 0/350 Aeros kha. How much you absorb is dependent upon your skill at absorbing.
4. Learning Spells
We’re going back a bit old school on this and make them learnable via 3 (possibly more in the future) methods. The first, for the most common spells, via books and library research. The second, will only be available in specific books, allowing guilds to have ‘guild spells’. And lastly, spells will be able to be taught from person to person.
5. Casting
More old school stuff. It’ll likely be the format you’re probably used to on a lot of muds: cast ‘[spell name]‘ [victim] [location] [intensity]. Though victim, location and intensity would be optional.
6. Solidifying Crystals
This will be a very high level skill that will enable a mage to take a kha orb, and solidify it into a crystal that can be stored and absorbed at a later time.
At the moment, steps 1, 2 and 3 are complete and I’m working on step 5. We have a web-based spell addition form so that any staff member can easily add lots of new spells, and they have the ability to highly customisable… right down to making RP only spells with no in game code effect. So a spell could create a flower out of thin air and tuck it behind the ear of the ‘victim’, or you could drain a vek of their blood… there’s a lot of flexibility.
To tie in with all of this, so it can be properly used and tested, we’ll likely be opening up magic a lot more to the players for a time.