Posted: Sat Apr 09, 2022 6:47 am |
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So me and Stickman have been working on a new modified client (check your email Lord Lava! its ready for testing and gathering dust), and you can see some of the changes in the clips below.
This post is about changing how spells look though. Currently the server only sends the client three spell types
• Caster Magic (blue pulse)
• Good Magic (green pulse)
• Enemy Magic (Red pulse)
We were wondering about having a separate set of sprites for each individual casted spell.
How it currently works is the Server has 32 bits reserved for dynamic map flags
3 for injured
5 for tomb (skeleton pile growing)
5 for death cloud
3 for evil magic
3 for good magic
3 for caster magic
that only leaves 10 bits which also need to store the offset for the current sprite to draw. So at most we can add effects for 3 more spells with similar # of frames as the current E/G/C magic types.
If we have the server send an addition 32 or 64 bits of data we could have 10 – 20 more effects and make each spell have a unique animation
I think it would really add polish to the game if each spell gave its own visually unique effect.
We have made two examples
Lighting (this could be a replacement for blast 2 for example)
Lightning Spell Effect
Heal
Healing Spell Effect
We were hoping to get some feedback on the following:
• What is everyones opinion on individual animations for each spell vs the current pulse of light animations.
• What do you think of those 2 example animations specifically, do they match the games current graphics? Look out of place?