Your earth mechanics create an inconsistency that could be very confusing for players. If you cast frost or fire on their own, you shoot them out, but if you cast air or earth on their own you cast them on yourself, but if you cast earth anywhere in your spell, it overrides and becomes the terminus, but it doesn't cast upon yourself like pure earth would. So the terminus of a multispell doesn't match the properties of what the pure spell would do, but only for earth.
Not saying you should add water, but I think saying water is boring is kind of silly. Water, on it's own, has a ton of interesting properties, considering how often we take it for granted. It's incredibly difficult to compress, it has a *lot* of mass (which is why you get crushed to death from the pressure in the deep ocean), is less dense as a solid than a liquid, has high heat capacity (even before it starts boiling), and it's surprisingly "sticky". It also has quite a few interesting chemical properties that I won't get into since that's a bit too nerdy.
This actually reminds me of the magic system from LostMagic, a Nintendo DS game from 2006, here's a random video I found demonstrating combining different elemental symbols to perform attacks. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-C9sIUDDXpxA.html Overall, a very cool idea and I hope you continue developing it. It would be cool if the symbols were bound to the different C buttons, so for example, press Up C opens all the Fire symbols, Right C is all the Ice, etc etc. It would be a lot faster to "type" if it was essentially menus with four options, like selecting an attack from Pokemon Stadium. You then could hide a secret spell in the game through arrow directions or something.
I'd love to hear more about the assets and animations for each spell/element and how they were designed/programmed. They're gorgeous for a game that is at this stage of its life.
Maybe there's some sort of trade-off. Like Fire spell is a short low-damage spell, but it can be held continuously, and Wind Fire is stronger and longer, but is a quick burst of fire? I also love the idea of a complicated interaction system like mtg where you can make complex combos!
What if you do fire life and that basically gives you a timer and if you die before the timer runs out you get brought back to life, so basically it's a phoenix down
I don't know how you plan to implement it in the final version, but having the spells work as a combo of button presses, a la morrtal kombat is tested to be fun, maybe flash the symbol each button represent somewhere on the screen as they are pressed to trigger muscle memory. Have a button that enables/disaables magic casting so that the same buttons can be used for something else when not casting magic. my2s
While the idea sounds kinda cool, as a proper game it still sounds kinda clumsy but you might be able to get away with it if there's a proper unlocking mechanism that progressively teaches the player but most of all, open environments that make use of the systems and have areas only accesible in creative ways. You will need the player feel smart. That's the actual challenge 😅
I think as far as inputting the symbols, taking some inspiration from the ocarinas in ocarina of time would be pretty cool, & quite a bit faster than a selection menu.
I like this idea. I was thinking of having a spell menu where you can create custom spells that can be assigned to a slot if you have a favorite spell, but I was thinking that you could also just also cast spells using c buttons and b where each button maps to a rune so you can quickly type out spells in realtime
Nice visual graphics design. It may need more development for the character animation. For me, I've been puzzling my mind is how far the N64 graphics can reach. Was wondering if it could use glow effects without image texture. Make like small fog area point walking into the shadow. Or make the ray of light a better effect without sharp polygon edges
Cool vid. It might look good when using fire that your turn speed is reduced. Also for the wind fire on rock I could see a slight rocket exhaust look could be a more asethic diffrence. The start vr symbol drawing suprised me a lot due to one of my favorite Minecraft mod is about drawing a significant amount of symbols on a traigonal based grid to code spells:"Hexcasting", Notably it has a really cool VR addon mod which kinda resembles that. Its gets lots more into direct vector math, iterating with lists, & slightly creepy lore. & less projectiles.
Your 3D symbol drawing game reminds me of the magic system in Arx Fatalis - great game where the magic feels cumbersome at first and intuitive once you get used to it
I'm really happy you started this new project! Please enjoy the process, don't worry that much about being consistent with the videos, keep it fun for you 🤓😋
Feels like a bit of a flawed system if almost every new combination is a direct upgrade to a previous spelll. E.g. just fire will be obsolete the second you get access to wind.
have you played wonderful 101 on the Wiiu you can activate transformations doing symbols using your screen or your right analog stick try it it works really good play the entire game and yo'll get a lot of good inspiration
This is so cool! I really like the spells mixing idea and even thou, I'm sure some other game exists with that already, the idea most be rare enough because, I don't recall any games using that spell system. Btw that drawing symbols in the air idea, can be fun, it was the entire spell system of Arx. :)
The VR magic system might be really fun for a Paper's Please style of wizard desk job or something, less intense action and more a game that intentionally becomes a chaotic struggle to manage.
Hey! This magic system really reminded me of The Owl House, and Witch Hat Atelier. Idk if you want to keep your idea "pure", but this could be a cool way to expand on them!