My creativity's run dry for the game design, so while waiting for it to refill, I decided to write up on the game's magic system. The theme, unlike a more Westernized theme, has a much more mystical approach to magic, rather than magic being used as a form of gunpowder and explosives.
Now I'm not really fond of the way most games handle magic either. It's too illogical, someone casts "detect traps" and all of a sudden all traps become invisible. Drink a potion and you become twice as big. There's a reason it doesn't belong in low fantasy.
I'll be placing magic as any other 'effect' in the engine. But for the default mod, I'm splitting it into two types: divine and demonic.
Divine magic is extremely weak, only to protect you from evil. Depending on the country, many educated warriors will have decent skill in divine magic. Interestingly, there'll be many different religions, but all them will have similarly powerful magic.
Demonic magic may not necessarily be evil, but usually is. It's the source of almost all magic in the game. Bind a creature to your will and you'll be able to climb up walls, split your head from your body, become extremely strong, steal things. Of course, playing with demons always carries a small cost..
With combat, magic will be fairly minor. Weapons can be magically sharpened, strengthened, and poisoned. Characters will be magically strengthened by spirits; with the most powerful turning them into the spirits themselves. Healing is available on both, but demonic healing is much more powerful.
A lot of the flashier forms of magic, like fireballs and stopping time probably won't be available in this game, but we'll see how it goes in the future.
There's also been plenty of progress on the game itself, but it's too minor and shifty to update every day. I'm thinking of making a site for this project, by next year.
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