… Kadabra

The magic arrived. There is now a huge amount of spells in all 4 different magic schools (water, earth, wind and fire).

There are damage and freezing attacks, healing spells and an environment examination. These were in total 20 spells now.

The work included animations where I have 5 different spell animations now.

And there are a huge number of effect animations like healing and mana shower, fire ball, ice shards and earthquakes.

I wasn’t able to finish the teleportation spells which are a little bit special since they need additional UI activities such as selecting the teleport source and target and an approval by the teleported person. Therefor we have to have a lot tricky client-server communication.

Minor extensions:

Wands

Wands should have embedded gems

But to find some there was a need to have some. So I created 6 different gems with 6 different colors and cuts:

  • Diamond (blank)
  • Emerald (green)
  • Obsidian (black)
  • Ruby (red)
  • Sapphire (blue)
  • Topaz (yellow)

I build some wands in Blender but the effect is not implemented in Unity yet.

Spell List

To support optimization I build a spell list in csv with all spell parameter. This includes books and spell books in the item list.

Minor fixes:

GM can easily change health, mana and stamina for character, monster and itself now.

Overall level and experience was removed from the code.

Stun was possible already but it had no animation and there was nothing shown. Therefore it was difficult to see, if the target was stunned. Now I show the remaining seconds and an animation.

What Comes Next?

  • Finish and test teleportation magic
  • Protecting buffs (shields)
  • Dagger and maces

We have already Abra ...

but Kadabra is still missing.

Oh – yes, I’m reworking the spell system and could create the first spell so it

  • can be learned
  • can be performed (incl. cast time and cooldown)
  • is seen via a related animation
  • has an effect (show the current mana field to the caster)
  • let a character learn the related skill
  • everything depends on the current skill level (of course nonlinear)

This includes reworking the storage of learned spells, an UI for learned spells, handling of spells, related to items etc.

There is still a lot to do, especially since a single spell is like the proverbial drop water on a hot stone and there is a need for much more spells. And I’d lie to myself if I’d say, everything around spells is already almost free of errors.

Swimming

There was a problem with islands. A character couldn’t reach them without any warp. There was no way to reach an island that has no stationary portal. So I extended the waterproof ability. Character with excellent or good abilities can swim, albeit very slow and with a huge stamina consumption. If a character can swim over it can create the target of a teleportation for a group onto the island.

P.S.:

Sad to say that my cancer is developing better than Anega. I need more painkillers again without the pain being completely gone. And it take me much more time to do the garden and household. This means that I can only work on Anega effectively for 2-3 hours a day so it’s quite slow.

Minor extensions

  • The nonlinear function collection got some more functions to simplify the usage.
  • Some more UI’s got tooltips.

 

What Comes Next?

A little bit Kadabra

The quick brown fox …

jumps over the lazy dog.

Do you remember that text? The German version is ‘Franz jagt im komplett verwahrlosten Taxi quer durch Bayern‘. It contains all major letters of the alphabet. But what has it to do with this game?

Well, I used the text to document how much text fits to a book page.

Yes, since I wanted to create parchment a character can buy to build something like a signpost I thought I should build a book / parchment with any text first. The construction certificate will be deducted from this later. And so we have books available now. The first became the story of Comunculus immediately followed by The Singing Well, I did years ago for another game. And there are more fairy tales written down by the Calida Sisters already.

Minor extensions

Where Am I?

  • The detection of the current position was moved to prepared area information. Now the displayed name can be different from the program name of an area. Therefor the system is ready to use user created names.

Something Written

  • There were some trigger items necessary, so I designed different parchments and pells.

Make a book readable

  • It would be a lot of work designing the pages for books without a proper tool. So I made this tool.

Minor fixes:

  • LookAt issue if both positions are identically. => look in jump direction
  • Sending character information to clients where character doesn’t exist (character selection). => deactivate
  • See unused areas hovering in the air. => Hide areas in client only.
  • Dislocated elements (visible model not at element position) => move position to visible model
  • Tooltip has fix position; often behind mouse => tooltip attached to mouse below

What Comes Next?

  • Different walking speed on different ground
  • Examine ambient mana and whether one can build anything at a given location
  • Place a signpost

Roads are fast

for some character and some character are hydrophobic or love water. To maintain this behavior it was necessary to build a NavMesh out of multiple overlaying terrains. To have not always 4 or more terrains in a distance of about 20cm to each other, I had to generate the overlaying terrains by code and remove them, once a NavMesh was created.

And since the NavMesh influences the path finding only, it was necessary to apply the speed to the NavMesh as well.

And I had to introduce Roadrunner and Waterproof into the abilities.

There were no more changes since I used to have a vacation for a week the first time for 8 month.

Minor extensions

There were a lot of bit mask operations necessary. So I build a set of basic bit operations since I’m lost in code like return mask & ~(1 << bit). I’m sure you can say easy what this means, I’m not and so I had to encapsulate it.

A player as well as a GM can now change the abilities. It is currently unlimited but need a limiter (play time) via a quest yet.

A tooltip was added to the ability and attribute list with the same text as in the character creation.

What Comes Next?

Somehow I have to find a way to perform magic, so I have to work on spells.

But since I don't feel motivated with much more painkiller and drastically reduced lung capacity, we will see, what I'm able to do.

Code snippet solution:

    /// <summary>
    /// Set bit in mask to 0
    /// </summary>
    public static int RemoveBit(int mask, int bit)
    {        return mask & ~(1 << bit);    }

Go Shopping and Going Under

Really, I was able to do more than one point from my list of possibilities.

Market

There is now a small market with some tents and trade musters. There are also 4 traders who pull the money out of people's pockets.

It was necessary to create some furniture and display some item samples.

Feel free to get the name references and the items the trader buy and sell:

  • Eliza Flowers (female elf)
  • Tim Beer (male dwarf)
  • Lilo Stitch (female orc)
  • Oliver Hammerfall (male humans)
My First Dungeon

There is now a first mine (Mine01). The player will find a name later.

One can find there the basics (coal and iron) there. The yield is rather mediocre.

It was necessary to create an entrance and a number of different veins. Since it is the first time the character can’t see the sky, I had to take care it’s always dark even at day depending on the characters night vision.

Castle on the Rocks

I searched and found some appealing rocks and applied them to castle rock. Once this rock was designed, it was possible to build a makeshift castle. We will see, what player change it into if the game one day may become alive.

Raise the Flag

Sometimes it is amazing how long it takes to solve a seemingly simple problem. On the other hand, there are apparently complicated cases that you fear for a long time and solve on the fly. Flags were one of the second cases.

Just after 2 days (learning, modeling, integrating) I already had two waving flags. I decorated the castle with it and the seamstress shows the flag too. In principle, any designs are now conceivable.

 

 Minor fixes:

The character looks after a teleport in the correct direction.

 What Comes Next?

 There is a time to go forward and a time to consolidate. I'll now consolidate the reached points.

  • Apply walking speed for water, road and rock
  • Let's grow some vegetation on rock surface and not on the terrain below
  • Character shall be able to build signposts and flags
  • Fine design of surface

Solution

Here is the solution for the name riddle:

  • Eliza Flowers: My Fair Lady – Herbs, fruits and vegetables
  • Tim Beer: “Timber!” – Raw material such as logs, branches and ore
  • Lilo Stitch: Lilo and Stitch - Clothing
  • Oliver Hammerfall - Guitarist of the band Hammerfall - Tools