Thursday, August 13, 2009

Minor Update plus "The Vision"

I have been working on spell books which will lead into wands I think. In any event, I'm on vacation all next week but who knows. Maybe my fiance will let me code on the beach. I'd certainly enjoy it =).

It's looking less and less likely I will have all of the functioning pieces in place before I am ready to start building a game, prior to August 24th when school starts. Not that I will have to stop coding by any means at that point. I was just hoping to get past the game engine stage/UI stage. I kind of want to have a well developed item game going as well. Potions will be easy. Scrolls I really haven't thought of much though.

In any event, I haven't much talked about plot, story line, or how the game will play. It's high time I share my vision. Now I know this will not appeal to everyone in the genre, but I figure it's best to make the kind of game I'd love. Considering most people have some sort of plot or theme set out when they start coding, you've probably already figured what kind of gamer I am.

Well, I'll spell it out. I'm a munchkin gamer. That probably sums it up best. I like finding the most obscene/crazy build and taking on the challenge presented with me. As this kind of gamer, the first thing I am developing is the combat system. I want fast game play, I want tough decisions in character building and I want unique game styles. Every build has to be able to compete, the less straight forward it is the more rewarding it should be. Game mechanics have to be interesting, complicated, and fair. I don't just want big damage, I want to control game around me.

Spells, skills, and combat aren't waiting around while I build towns and shops and an over world. They are in now and everything to use them with and against (AI) is going in first, before anything else. The UI to select the gear, to target the foes, and spell effects are in. Anything relating to game play is in first and foremost. I'm much more willing to see good game play with a bad 'game', then a 'well developed game' with boring and tedious game play.

Additionally, game play needs to be fast. No grinding, no starting town level. Low average life span for low level players. I don't want to spend 10 minutes picking out feats and buying/selling gear at the start. I want in, and I want to play. Also, there must be a sense of immediate danger at all times.

Quests and plot? A plot will be in the game. Heck I even plan on doing some form of quest when I eventually get to religion. But they are secondary. Atmosphere, plot, quests, and theme are secondary. I never cared a great deal for those things. Let's face it, 99.9% of games have terrible plots anyway. That's ok, a game isn't a book it's a game. I think my favorite game growing up was masterblaster for the NES, a game where you followed your radioactive pet frog down a tunnel and somehow ended up in a spacesuit and tank. It was weird and it didn't make any sense. Heck half the games back then had plots that were tacked on. "We have to have a plot?" ok um... how about fighting toads on a spaceship saving the world or something. What was the plot for tetris or pac man?

I want mind numbing action and addictive game play. Unfolding quest? Plot Twists? Exploring some vast world? Dialog? Not in this game. In this game you will kill stuff or be killed while getting the orbs of whatever. Why? Because you are in the dungeon and there is no way out otherwise. But why? I just told you.

You will be dropped in, given a few tools, and have a challenge set before you. I'm even thinking of eliminating resting/food and just setting hp/mp regen to a pace where it isn't needed.

Imagine if you could some how cross Dungeon Crawl SS with Final Fury or one of the other side scrolling NES games. A complex combat system and character development mixed with lots and lots of combat. The game will be short, once the game is fully laid out perhaps 2 hours tops to win. Now even though I want the game reasonable short, I do also want it to be very difficult.

My eventual layout will be around 15-20 main dungeon levels likely 75 by 75 tiles. With short side dungeons for each element themed appropriately. Each side dungeon should have a mini boss in a tiny room (much like master blaster). With a final boss accessible once 3 or so side dungeons have been completed.

I also want to sporadically include shops with a very small amount of items for sale where players can stock up on potions, scrolls of ID, ammo, wands and perhaps find a useful item.

Additionally, one of my final goals will be to include god quests that are only randomly available. God quests will either unlock something special for the player and all his characters (like short cuts in spelunky), or offer some godly bonus.

Tuesday, August 11, 2009

Game Mechanics: Negative Status Effects

In Forge of the Elements, negative status effects prove not only an effective tool in dispatching foes but also a grave risk to adventurers. For casters, disabling foes is often the only defense available. For melee characters, negative status effects prove the only real threat. In the following post, I will explain the negative status effects in game to help players get started.

Blind: Reduces vision radius to two squares and lowers attack. Limiting field of view prevents ranged targeting.

Burn: Damage over time, modified by wisdom bonus and level.

Confuse: Prevents player from using ranged combat, may cause random movement. Causes AI to be unable to determine friend from foe.

Corrode: Lowers AC, defense, and attack.

Daze: Lowers block and dodge chance, prevents casting.

Disease: Causes enemies to degenerate, reduces healing.

Drain: Not yet implemented!

Fear: Causes AI to flee in terror, prevents player from making melee attacks.

Frozen: Lowers speed slightly.

Immobilize: Prevents movement.

Knock Back: Knocks enemies back two spaces.

Invisible: Raises stealth level.

Lull: Makes AI far less likely to become aware of enemies unless attacked.

Paralyze: Prevents all action for several turns.

Poison: Acid damage over time, modified by wisdom modifier and level.

Pull: Pulls a foe closer.

Sleep: AI and Player fall asleep.

Slow: Drastically lowers speed, causes AI to lose all action points.

Stop: Massive speed loss for one turn.

Stun: Prevents all action for one turn.

Weakened: Lowers damage from melee and ranged combat.

Game Mechanics: Elemental Focuses

In Forge of the Elements characters may choose an elemental path granting additional resistances and combat bonuses. The elemental path also increases the player's spell level with all spells using that element as well as opening up 4 unique spells. The unique spells are designed to be castable by non-caster melee hybrids as well. In the following post, I will break down each of the elements and benefits they will grant to a player in addition to listing the spells. (Elemental Focus specific spells are in bold)


Fire------


The path of fire allows the player to channel the destructive powers of flame and summon fiends from the depths of hell. Fire is a straight forward path offering destructive power.

Primary School: Evocation
Secondary School: Conjuration

Bonuses:

lvl 6: Fiery Essence I -- Physical Blows will cause a small amount of fire damage.
lvl 10: Fire Resist I -- Adds a small amount of Fire Resistance to the player.
lvl 12: Fiery Essence II -- Physical Blows will cause a small blast of fire damage.
lvl 18: Fiery Essence III -- Physical Blows will cause a moderate blast of fire damage, dealing significant damage.
lvl 20: Fire Resistance II-- Adds a moderate amount of Fire Resistance.

Spells-------


22-- "Plasma Ray" {Evocation} {Ray} -- 1/2 Fire 1/2 Temporal Damage, Heavy Damage.
20 -- "Hell Fiend" {Conjuration} {Target} -- Summons a powerful Hell Fiend
18 -- "Consuming Flame" {Enchantment} {PBAE} -- Ignite,Fear
17 -- "Hellfire" ***** {PBAE} -- Fire Damage, Ignite, Good Damage
14 -- "Dragon Skin" {Transmutation} {Self} -- Resist Burning, AC
13 -- "Flame Breath" ***** {Cone} -- Fire damage, High Damage
10 -- "Heat Blast" {Evocation} {PBAE} -- Fire Damage, Extreme Damage, Small Area of Effect
8 -- "Pillar of Smoke" ***** {Ball} -- Blind, Daze
7 -- "Blast" {Transmutation} {Ball} -- 1/2 Fire 1/2 Physical Damage, Knock back. Good Damage
5 -- "Fire Ball" {Conjuration} {Ball} -- Fire Damage, Moderate Damage
3 -- "Torch" {Enchantment} {Bolt} -- Ignite, Fear
2 -- "Set Ablaze" ***** {Bolt} -- Fire Damage, Ignite, Low Damage
1 -- "Burn" {Evocation} {Bolt} -- Fire Damage, High Damage
1 -- "Summon Imp" {Conjuration} {Target} -- Summons a fire flinging Imp

Ice------


The path of Ice allows the player to channel frost and ice, freezing foes and summon constructs of elemental cold. Ice is a primarily offensive path with the ability to slow and immobilize foes.

Primary School: Conjuration
Secondary School: Evocation

Bonuses:

lvl 6: Icey Essence I -- Physical Blows will cause a small amount of ice damage.
lvl 10: Cold Resist I -- Adds a small amount of Cold Resistance to the player.
lvl 12: Icey Essence II -- Physical Blows will cause a small blast of ice damage.
lvl 18: Icey Essence III -- Physical Blows will cause a moderate blast of ice damage, dealing significant damage.
lvl 20: Cold Resist II -- Adds a moderate amount of Cold Resistance to the player.


Spells-------


22 -- "Blizzard" {Conjuration} {PBAE} -- Ice Damage, Frozen, Daze, Moderate Damage
20-- "Ice Wave" {Evocation} {PBAE} -- 1/2 Physical, 1/2 Frost Damage, High Damage, Large Area of Effect.
18 -- "Ambient Drain" {Transmutation} {Cone} -- Frozen, Mana Drain
17 -- "Blizzard Elemental" ***** {Target} -- Summon Frost Elemental
14 -- "Deep Freeze" {Enchantment} {Cone} -- Immobilize, Frozen
13 -- "Frost Nova" ***** {PBAE} -- Frozen, Cold damage, Medium Damage
10 -- "Ice Golem" {Conjuration} {Target} -- Summons a hearty Ice Golem
8 -- "Ice Shards" ***** {Cone} -- 1/2 Cold 1/2 Physical, Good Damage, Daze
7 -- "Cone of Cold" {Evocation} {Cone} -- Cold Damage, Good Damage, Medium Range
5 -- "Freeze" {Enchantment} {Target} -- Frozen, Immobilize
3 -- "Chill" {Transmutation} {Target} -- Frozen, Stun
2 -- "Fling Ice" ***** {Bolt} -- Cold Damage, Daze, Low Damage
1 -- "Frozen Spike" {Conjuration} {Bolt} -- 1/2 Ice 1/2 Physical Damage, High Damage
1 -- "Frost" {Evocation} {Bolt} -- Cold Damage, High Damage


Acid------


The path of Acid allows players to channel the destructive powers of acid and instill themselves with corrosive energies making them more evasive in combat. Acid offers a mix of offensive power and self empowerment.

Primary School: Evocation
Secondary School: Transmutation

Bonuses:

lvl 6: Toxic Essence I -- Physical Blows will cause a small amount of acid damage.
lvl 10: Acid Resist I -- Adds a small amount of Acid Resistance to the player.
lvl 12: Toxic Essence II -- Physical Blows will cause a small blast of acid damage.
lvl 18: Toxic Essence III -- Physical Blows will cause a moderate blast of acid damage, dealing significant damage.
lvl 20: Acid Resist II -- Adds a moderate amount of Acid Resistance to the player.


Spells-------


22-- "Dissolve" {Evocation} {Ray} -- 1/2 Acid, 1/2 Temporal Damage, Heavy Damage.
20 -- "Sublime Essence" {Transmutation} {Self} -- +Dodge, +Speed
18 -- "Caustic Vapors" {Conjuration} {Ball} -- Acid Damage, Blind, Medium Damage
17 -- "Toxic Sludge" ***** {PBAE} -- Acid Damage, Immobilize, Good
14 -- "Corrosive Barrier" {Transmutation} {Self} -- +Def, Resist Poison
13 -- "Acid Breath" ***** {Cone} -- Acid Damage, Corrode, Good Damage
10 -- "Corrosive Blast" {Enchantment} {Ball} -- Corrode, Poison, Weaken
8 -- "Alkaloid" ***** {Self} -- Regen, Resist Corrode
7 -- "Venom Ball" {Conjuration} {Ball} -- Acid Damage, poison, Medium Damage
5-- "Sulfuric Blast" {Evocation} {Cone} -- Acid damage, Good Damage
3 -- "Envenom" {Enchantment} {Cone} -- Corrode, Poison, Weak
2 -- "Spit" ***** {Bolt} -- Acid Damage, Corrode, Low Damage
1 -- "Sting" {Evocation} {Bolt} -- Acid Damage, High Damage
1 -- "Etching of Ability" {Transmutation} {Target} -- +Dexterity

Earth-----



The path of earth grants the player power over the earth itself, granting the player strength and power. Earth offers a variety of defensive and utility spells.

Primary School: Transmutation
Secondary School: Conjuration

Bonuses:

lvl 1: Stony Skin-- As the player becomes more attune with the forces of earth, their skin will harden granting them a bonus to armor class.
lvl 6: Earth Strength I -- Physical Blows will cause a small amount of additional damage and daze foes.
lvl 12: Earth Strength II -- Physical Blows will cause a small shock wave dazing foes and dealing a small amount of physical damage.
lvl 18: Earth Strength III -- Physical Blows will cause a moderate shock wave dazing foes.


Spells-------


22 -- "Earth Meld" {Transmutation} {Self} -- Wall Walking, Resist Fire+, Resist Cold+, Resist Temporal+, Resist Acid+,Con+
20 -- "Entomb" {Conjuration} {Self} -- Surrounds caster with stone walls
18 -- "Crystallize" {Enchantment} {Ray} -- Paralyze
17 -- "Hammer Strike" ***** {Ball} -- Physical Damage, Stun, Good Damage
14-- "Quake" {Evocation} {PBAE} -- Physical Damage, Moderate Damage, Huge Area of Effect.
13 -- "Iron Skin" ***** {Self} -- +Defense, Regen
10 -- "Mud Elemental" {Conjuration} {Target} -- Summons a loyal mud elemental
8 -- "Fling Mud" ***** {Bolt} -- Physical Damage, Immobilize, Medium Damage
7 -- "Stoning" {Enchantment} {Target} -- Paralyze
5 -- "Dig" -- {Transmutation} {Ray} -- Digs into walls
3 -- "Sand Blast" {Evocation} {Bolt} -- Physical Damage, Blind, Medium Damage
2 -- "Earth Knowledge" ***** {Self} -- Magic Mapping
1 -- "Stone Spike" {Conjuration} {Bolt} -- Physical Damage, High Damage
1 -- "Strength of Stone" {Transmutation} {Self} -- +Strength


Temporal----



Mastery over temporal energy grants the player the ability to warp time and space. Mages and Warriors following this path will blink in and out of existence and alter the flow of time.

Primary School: Transmutation
Secondary School: Enchantment

Bonuses:

lvl 1: Swiftness -- As the player becomes more attune with temporal forces, their speed will increase moderately.
lvl 10: Resist Temporal I -- Adds a small amount of Temporal Resistance to the player.
lvl 20: Resist Temporal II -- Adds a moderate amount of Temporal Resistance to the player.


Spells-------


22 -- "Warp" {Transmutation} {Cone} -- Temporal Damage, Daze, Push, Heavy Damage
20 -- "Stop Time" {Enchantment} {PBAE} -- Freezes Time (PBAE stop)
18 -- "Force Ball" {Temporal} {Ball} -- Physical Damage, knock back, Medium Damage
17 -- "Escape" ***** {Self} -- Travel to level entrance
14-- "Disintegrate" {Evocation} {Ray} -- Temporal Damage, Moderate Damage
13 -- "Teleport" ***** {Self} -- Randomly relocates
10 -- "Bend Light" {Transmutation} {Self} -- Invisibility
8 -- "Blink" ***** {Self} -- Relocates within view
7 -- "Slow Field" {Enchantment} {PBAE} -- Slow
5 -- "Crush" {Evocation} {Target} -- Physical Damage, High Damage
3 -- "Temporal Bubble" {Conjuration} {Target} -- Stop
2 -- "Teleport Foe" ***** {Target} -- Teleports a foe to an adjacent tile
1 -- "Displace" {Transmutation} {Bolt} -- Temporal Damage, pull, High Damage
1 -- "Slow" {Enchant} {Target} -- Slow

Mind-----


Mastering the path of Mind grants a variety of ways to alter an enemies perception and state. Mind grants offensive power both through damage and debilitation. Mind also allows a player to go unnoticed if they choose.

Primary School: Enchantment
Secondary School: Evocation

Bonuses

lvl 6: Madness I -- Physical Blows will cause madness, confusing foes.
lvl 10: Psychic Resist I -- Adds a small amount of Psychic Resistance to the player.
lvl 12: Madness II -- Physical Blows will cause a small blast of madness, confusing adjacent foes.
lvl 18: Madness III -- Physical Blows will cause a moderate blast of madness, confusing foes.
lvl 20: Resist Psychic II -- Adds a moderate amount of Psychic Resistance to the player.


Spells-------


22 -- "Dominate" {Enchantment} {Target} -- Enslaves the target's mind, target must be susceptible to confusion.
20-- "Psywave" {Evocation} {PBAE} -- 1/2 Psychic 1/2 Physical Damage, High Damage, Large Area of Effect.
18 -- "Flowing Mind" {Transmutation} {Self} -- +Mana Regen
17 -- "Fade Memories" ***** {Self} -- Invisible, enemies forget caster
14 -- "Illusory Horrors" {Conjuration} {Cone} -- Psychic Damage, Confusion, Medium Damage
13 -- "Mass Sleep" ***** {Ball} -- Sleep
10 -- "Mind Rot" {Enchantment} {Target} -- Disease, Daze, Confuse
8 -- "Mana Burn" ***** {Bolt} -- Mana Damage, Psychic Damage
7 -- "Psy Lance" {Evocation} {Ray} -- Psychic damage, Good Damage
5 -- "Nightmare" {Conjuration} {Target} -- Fear, Confusion
3 -- "Clairvoyance" {Transmutation} {Self} -- +Dodge
2 -- "Identify" ***** {Self} -- Identify
1 -- "Lull" {Enchantment} {Target} -- Lull
1 -- "Psy Dart" {Evocation} {Bolt} -- Psychic Damage, High Damage

Life------


Players following the path of life, will wield the power of light and restoration. Life offers a variety of ways to blind and disorient foes while harnessing protective and healing energies.

Primary School: Enchantment
Secondary School: Transmutation

Bonuses:

lvl 6: Illumination I -- Physical Blows will cause a small flash of light, blinding foes.
lvl 10: Life Resist I -- Adds a small amount of Life Resistance to the player.
lvl 12: Illumination II -- Physical Blows will cause a small blast light, blinding adjacent foes.
lvl 18: Illumination III -- Physical Blows will cause a moderate blast of light, blinding nearby foes.
lvl 20: Life Resist II -- Adds a moderate amount of Life Resistance to the player.


Spells-------


22 -- "Judgment" {Enchantment} {PBAE} -- Life Damage, Burning, Blind, Moderate Damage
20 -- "Deava Form" {Transmutation} {Self} -- +Wisdom, Resist Blind, See Invisible, +Constitution
18-- "Smite" {Evocation} {Target} -- Life Damage, Good Damage Stun.
17 -- "Heroism" ***** {Self} -- +Strength, Haste
14 -- "Flash of Light" {Conjuration} {PBAE} -- Life Damage, Blind, Medium Damage
13 -- "Holy Shield" ***** {Target} -- +Block, +AC
10 -- "Sun Beam" {Evocation} {Ray} -- Life Damage, Moderate Damage
8 -- "Cleanse" ***** {Self} -- Removes several status effects
7 -- "Regen" {Transmutation} {Self} -- Regen
5 -- "Courage" {Enchantment} {Self} -- Resist Fear, Resist Confusion
3 -- "Dazzling Light" {Conjuration} {Ball} -- Life Damage, Daze, Medium Damage
2 -- "Remove Curse" ***** {Self} -- Removes curses
1 -- "Heal" {Transmutation} {Self} -- Heal
1 -- "Awe" {Enchantment} {Target} -- Weakened, Life Damage, Medium Damage

Death----


The dark powers of death plague foes and siphon energy. Following the path of death will grant players mastery over disease, undeath, and life energies.

Primary School: Conjuration
Secondary School: Enchantment

Bonuses:

lvl 6: Siphon Soul I -- Physical Blows will drain a small amout of life.
lvl 10: Death Resist I -- Adds a small amount of Death Resistance to the player.
lvl 12: Siphon Soul II -- Physical Blows will cause a small blast of life draining negative damage.
lvl 18: Siphon Soul III -- Physical Blows will cause a moderate blast of life draining negative damage.
lvl 20: Death Resist II -- Adds a moderate amount of Death Resistance to the player.

Spells-------



22 --"Summon Lich" {Conjuration} {Target} -- Summons a Pet Lich, a powerful dark caster
20 -- "Necrosis" {Enchantment} {Ball} -- Weakened, Diseased, Poisoned, Dazed
18-- "Vampiric Feast" {Evocation} {PBAE} -- Negative Damage, Moderate Damage, Drains Hit Points, Moderate Area of Effect.
17 -- "Hand of Death" ***** {Target} -- Paralyze, 1/2 Cold, 1/2 Negative Damage, Medium Damage
14 -- "Sepsis" {Echantment} {Target} -- Weakened, Diseased, Poison, Dazed
13 -- "Terror" ***** {Target} -- Afraid, 1/2 Negative, 1/2 Psychic, Medium Damage
10 -- "Rot" {Transmutation} {Cone} -- Disease, Corrosion, Negative Damage, Moderate Damage
8 -- "Flesh to Power" ***** {Self} -- Converts hp to mana, Fear
7 -- " Summon Horror" {Conjuration} {Target} -- Summons a stealthy Horror capable of instilling madness
5 -- "Infuse Undeath" -- {Transmutation} {Self} -- Resist Disease, Resist Confusion
3 -- "Nether Bolt" {Evocation} {Bolt} -- Negative Damage, High Damage
2 -- "Drain Life" ***** {Bolt} -- Negative Damage, Heals Caster
1 -- "Summon Zombie" {Conjuration} {Target} -- Pet Zombie
1 -- "Horrify" {Enchantment} {Target} -- Afraid

Monday, August 10, 2009

Game Mechanics: Spell Casting

In forge of the elements, there are 4 magic schools and 8 elements. Energy from a element is needed for each spell. Any spell in any school can be cast as long as the player's spell level is sufficient to cast the spell, regardless of elemental focus. In the following post, I will break down the mechanics of spell casting and list the spells. Additionally each element has it's own spells.

Spell Level:

Spell level determines the power, duration, mana cost, and failure rate of each spell. For spells within a school, spell level is equal to spell mastery/4 + school/2 + element/2. A mage casting a death spell in the enchantment school with 8 points in spell mastery, 13 in death, and 7 in enchantment would cast the spell at spell level 12. For non-school spells, the spell level is equal to spell mastery/4 + element. Element specific spells are designed to not only provide distinction between focuses, but also provide non-specialists to have access to casting through one primary skill.

All spells will scale with spell level. Even the lowly level 1 spells will scale to match higher level spells. However, due to application and effect the hardest spells to learn will offer the greatest advantages in play.

Learning Spells:

Elemental mages will begin the game with their two first level spells. Spells can only be learned by reading a spell book and meeting the base proficiency for the spell.

Failure Rate:

Each spell has a base failure rate of 50%. For each spell level over the base spell level, that amount is reduced by 30%. You intelligence bonus is then subtracted from that amount. Finally your armor penalty to casting is added. A caster, casting a spell with base level 3 at level 5 proficiency with an intelligence bonus of 8 and no armor penalty would have a failure rate of 16%.

Schools:

Evocation: Evocation is a school focused on releasing pure elemental energy. Evocation is a single minded school of damage oriented spells. Evocation spells provide the most efficient and devastating offensive spells.

Conjuration: Conjuration focuses on manifestations of elemental energies. Conjuration offers a grab bag of utility, summons, debuffs, and damage spells.

Enchantment: Enchantment harness elemental energies to offensively alter a caster's foes. Enchantment spells devastate foes through damage over time effects and negative effects.

Transmutation: Transmutation harnesses the elemental forces in Forge of the Elements to alter reality. Transmutation are mainly used for enhancement, though transmutation can be used for offensive purposes as well.

Spell Targeting:

Spells can be focused in a variety of ways, resulting in differing areas of effect.

Bolts: A blast of energy is released from the caster, a bolt however can be blocked or dodged.

Ball: A ball of energy is lobbed at a foe, on contact the ball explodes effecting all enemies within it's radius.

Ray: A ray releases a wide beam towards the target, effecting all in it's path.

Personal based area effect (pbae): The caster releases a blast of energy originating from the caster.

Target: A spell directly targets a single foe, bypassing defenses.

Spell List by School:

Evocation-------

22-- "Plasma Ray" {Fire} {Ray} -- 1/2 Fire 1/2 Temporal Damage, Heavy Damage.

22-- "Dissolve" {Acid} {Ray} -- 1/2 Acid, 1/2 Temporal Damage, Heavy Damage.

20-- "Ice Wave" {Cold} {PBAE} -- 1/2 Physical, 1/2 Frost Damage, High Damage, Large Area of Effect.

20-- "Psywave" {Mind} {PBAE} -- 1/2 Psychic 1/2 Physical Damage, High Damage, Large Area of Effect.

18-- "Smite" {Life} {Target} -- Life Damage, Good Damage Stun.

18-- "Vampiric Feast" {Death} {PBAE} -- Negative Damage, Moderate Damage, Drains Hit Points, Moderate Area of Effect.

14-- "Quake" {Earth} {PBAE} -- Physical Damage, Moderate Damage, Huge Area of Effect.

14-- "Disintegrate" {Temporal} {Ray} -- Temporal Damage, Moderate Damage

10 -- "Heat Blast" {Fire} {PBAE} -- Fire Damage, Extreme Damage, Small Area of Effect

10 -- "Sun Beam" {Life} {Ray} -- Life Damage, Moderate Damage

7 -- "Cone of Cold" {Cold} {Cone} -- Cold Damage, Good Damage, Medium Range

7 -- "Psy Lance" {Mind} {Ray} -- Psychic damage, Good Damage

5 -- "Crush" {Temporal} {Target} -- Physical Damage, High Damage

5-- "Sulfuric Blast" {Acid} {Cone} -- Acid damage, Good Damage

3 -- "Nether Bolt" {Death} {Bolt} -- Negative Damage, High Damage

3 -- "Sand Blast" {Earth} {Bolt} -- Physical Damage, Blind, Medium Damage

1 -- "Burn" {Fire} {Bolt} -- Fire Damage, High Damage

1 -- "Frost" {Cold} {Bolt} -- Cold Damage, High Damage

1 -- "Sting" {Acid} {Bolt} -- Acid Damage, High Damage

1 -- "Psy Dart" {Psychic} {Bolt} -- Psychic Damage, High Damage

Conjuration-------------

22 -- "Blizzard" {Ice} {PBAE} -- Ice Damage, Frozen, Daze, Moderate Damage

22 --"Summon Lich" {Death} {Target} -- Summons a Pet Lich, a powerful dark caster

20 -- "Entomb" {Earth} {Self} -- Surrounds caster with stone walls

20 -- "Hell Fiend" {Fire} {Target} -- Summons a powerful Hell Fiend

18 -- "Force Ball" {Temporal} {Ball} -- Physical Damage, knock back, Medium Damage

18 -- "Caustic Vapors" {Acid} {Ball} -- Acid Damage, Blind, Medium Damage

14 -- "Flash of Light" {Life} {PBAE} -- Life Damage, Blind, Medium Damage

14 -- "Illusory Horrors" {Mind} {Cone} -- Psychic Damage, Confusion, Medium Damage

10 -- "Ice Golem" {Ice} {Target} -- Summons a hearty Ice Golem

10 -- "Mud Elemental" {Earth} {Target} -- Summons a loyal Mud elemental

7 -- "Venom Ball" {Acid} {Ball} -- Acid Damage, poison, Medium Damage

7 -- " Summon Horror" {Death} {Target} -- Summons a stealthy Horror capable of instilling madness

5 -- "Nightmare" {Mind} {Target} -- Fear, Confusion

5 -- "Fire Ball" {Fire} {Ball} -- Fire Damage, Moderate Damage

3 -- "Temporal Bubble" {Temporal} {Target} -- Stop

3 -- "Dazzling Light" {Life} {Ball} -- Life Damage, Daze, Medium Damage

1 -- "Summon Imp" {Fire} {Target} -- Summons a fire flinging Imp

1 -- "Frozen Spike" {Ice} {Bolt} -- 1/2 Ice 1/2 Physical Damage, High Damage

1 -- "Stone Spike" {Earth} {Bolt} -- Physical Damage, High Damage

1 -- "Summon Zombie" {Death} {Target} -- Pet Zombie

Enchantment-----------

22 -- "Judgment" {Life} {PBAE} -- Life Damage, Burning, Blind, Moderate Damage

22 -- "Dominate" {Mind} {Target} -- Enslaves the target's mind, target must be susceptible to confusion.

20 -- "Stop Time" {Temporal} {PBAE} -- Freezes Time (PBAE stop)

20 -- "Necrosis" {Death} {Ball} -- Weakened, Diseased, Poisoned, Dazed

18 -- "Consuming Flame" {Fire} {PBAE} -- Ignite,Fear

18 -- "Crystallize" {Earth} {Ray} -- Paralyze

14 -- "Deep Freeze" {Ice} {Cone} -- Immobilize, Frozen

14 -- "Sepsis" {Death} {Target} -- Weakened, Diseased, Poison, Dazed

10 -- "Corrosive Blast" {Acid} {Ball} -- Corrode, Poison, Weaken

10 -- "Mind Rot" {Mind} {Target} -- Disease, Daze, Confuse

7 -- "Stoning" {Earth} {Target} -- Paralyze

7 -- "Slow Field" {Temporal} {PBAE} -- Slow

5 -- "Courage" {Life} {Self} -- Resist Fear, Resist Confusion

5 -- "Freeze" {Ice} {Target} -- Frozen, Immobilize

3 -- "Torch" {Fire} {Bolt} -- Ignite, Fear

3 -- "Envenom" {Acid} {Cone} -- Corrode, Poison, Weak

1 -- "Slow" {Temporal} {Target} -- Slow

1 -- "Lull" {Mind} {Target} -- Lull

1 -- "Horrify" {Death} {Target} -- Afraid

1 -- "Awe" {Life} {Target} -- Weakened, Life Damage, Medium Damage

Transmutation----------

22 -- "Earth Meld" {Earth} {Self} -- Wall Walking, Resist Fire+, Resist Cold+, Resist Temporal+, Resist Acid+,Con+

22 -- "Warp" {Temporal} {Cone} -- Temporal Damage, Daze, Push, Heavy Damage

20 -- "Sublime Essence" {Acid} {Self} -- +Dodge, +Speed

20 -- "Deava Form" {Life} {Self} -- +Wisdom, Resist Blind, See Invisible, +Constitution

18 -- "Ambient Drain" {Cold} {Cone} -- Frozen, Mana Drain

18 -- "Flowing Mind" {Mind} {Self} -- +Mana Regen

14 -- "Corrosive Barrier" {Acid} {Self} -- +Def, Resist Poison

14 -- "Dragon Skin" {Fire} {Self} -- Resist Burning, AC

10 -- "Bend Light" {Temporal} {Self} -- Invisibility

10 -- "Rot" {Death} {Cone} -- Disease, Corrosion, Negative Damage, Moderate Damage

7 -- "Regen" {Life} {Self} -- Regen

7 -- "Blast" {Fire} {Ball} -- 1/2 Fire 1/2 Physical Damage, Knock back. Good Damage

5 -- "Infuse Undeath" -- {Death} {Self} -- Resist Disease, Resist Confusion

5 -- "Dig" -- {Earth} {Ray} -- Digs into walls

3 -- "Chill" {Ice} {Target} -- Frozen, Stun

3 -- "Clairvoyance" {Mind} {Self} -- +Dodge

1 -- "Etching of Ability" {Acid} {Target} -- +Dexterity

1 -- "Displace" {Temporal} {Bolt} -- Temporal Damage, pull, High Damage

1 -- "Heal" {Life} {Self} -- Heal

1 -- "Strength of Stone" {Earth} {Self} -- +Strength


Fire-----------------------

17 -- "Hellfire" ***** {PBAE} -- Fire Damage, Ignite, Good Damage

13 -- "Flame Breath" ***** {Cone} -- Fire damage, High Damage

8 -- "Pillar of Smoke" ***** {Ball} -- Blind, Daze

2 -- "Set Ablaze" ***** {Bolt} -- Fire Damage, Ignite, Low Damage

Ice-----------------------

17 -- "Blizzard Elemental" ***** {Target} -- Summon Frost Elemental

13 -- "Frost Nova" ***** {PBAE} -- Frozen, Cold damage, Medium Damage

8 -- "Ice Shards" ***** {Cone} -- 1/2 Cold 1/2 Physical, Daze, Good Damage

2 -- "Fling Ice" ***** {Bolt} -- Cold Damage, Daze, Low Damage

Acid-----------------------

17 -- "Toxic Sludge" ***** {PBAE} -- Acid Damage, Immobilize, Good Damage

13 -- "Acid Breath" ***** {Cone} -- Acid Damage, Corrode, Good Damage

8 -- "Alkaloid" ***** {Self} -- Regen, Resist Corrode

2 -- "Spit" ***** {Bolt} -- Acid Damage, Corrode, Low Damage

Earth----------------------

17 -- "Hammer Strike" ***** {Ball} -- Physical Damage, Stun, Good Damage

13 -- "Iron Skin" ***** {Self} -- +Defense, Regen

8 -- "Fling Mud" ***** {Bolt} -- Physical Damage, Immobilize, Medium Damage

2 -- "Earth Knowledge" ***** {Self} -- Magic Mapping


Temporal-------------------

17 -- "Escape" ***** {Self} -- Travel to level entrance

13 -- "Teleport" ***** {Self} -- Randomly relocates

8 -- "Blink" ***** {Self} -- Relocates within view

2 -- "Teleport Foe" ***** {Target} -- Teleports a foe to an adjacent tile

Mind----------------------

17 -- "Fade Memories" ***** {Self} -- Invisible, enemies forget caster

13 -- "Mass Sleep" ***** {Ball} -- Sleep

8 -- "Mana Burn" ***** {Bolt} -- Mana Damage, Psychic Damage

2 -- "Identify" ***** {Self} -- Identify

Life----------------------

17 -- "Heroism" ***** {Self} -- +Strength, Haste

13 -- "Holy Shield" ***** {Target} -- +Block, +AC

8 -- "Cleanse" ***** {Self} -- Removes several status effects

2 -- "Remove Curse" ***** {Self} -- Removes curses

Death---------------------

17 -- "Hand of Death" ***** {Target} -- Paralyze, 1/2 Cold, 1/2 Negative Damage, Medium Damage

13 -- "Terror" ***** {Target} -- Afraid, 1/2 Negative, 1/2 Psychic, Medium Damage

8 -- "Flesh to Power" ***** {Self} -- Converts hp to mana, Fear

2 -- "Drain Life" ***** {Bolt} -- Negative Damage, Heals Caster




Spells: Complete!

A major milestone has been reached, every spell available to the player is now in the game aside from 'identify' and 'remove curses' as cursed gear is not yet implemented.

It was a great deal of work, but I'm excited to move on now. My next step will be modifying the AI to now handle buffs, escape spells, and healing!

Sunday, August 9, 2009

Upcomming: In depth game mechanics.

Though many things are likely to change, over the next week I will write several articles detailing the skill system, stats, melee combat, and spells.

Once a game is released, I hope to keep the articles updated to explain the mechanics in detail. Included will be a rough breakdown of every skill, race, attribute, weight penalty, spell, and status effect as they currently stand in the game.

As of right now, there will be 112 spells in total. I have about 20 left to implement. While many of the damage spells are redundant, inevitably so as every caster needs offensive power, there are a huge amount of unique effects in the game. This has been very time consuming, but the final spells should be finished with two exceptions awaiting cursed items and identification very soon.

A great deal of care was given to add symmetry between each spell path and grant each elemental caster the tools necessary to play, while additional providing each element with spells available to non-casters.

Not only are there 112 spells, but spells will scale in level. Area of effect, effect, and damage scaling/type have been used to generate variety. Each caster depending on skill selection should end up with around 8-15 spells they find useful. Skill points will be limited, and gained at level up. Players will have to choose a narrow selection of spells.

However, more variety could be achieved and my goal will be to cut out redundancy to the bare minimum and replace/combine spells. But, frankly at this point having 6-7 spells feel too similar out of 112 isn't bad and I'm out of ideas at the moment.

I'm ready to move on from the spells. Coding the spells/spell effects has been extremely tedious. I'm finding things are not easy or difficult to code, but interesting or tedious.

Friday, August 7, 2009

Of stealth and noise.

Last night I added stealth to F.o.t.E. It will require testing to achieve proper scaling, but it currently works well testing at max level. I was also able to handle stealth simultaneously for friendly AI, hostile AI, and the player.

I achieved stealth with the following elements

1) A method make noise.

2) Adding states to the AI: aggressive, passive, and sleep.

3) A method search.

4) Boolean discovered for each mob.

Mobs are now created undiscovered. At the end of each turn, the actor will search in his line of sight for any hostile actors. If the player spots one, the mob becomes discovered and is viewable. If the AI spots a hostile, the AI becomes aggressive and his aggressive counter is set to 10.

The AI will not seek out enemies or attack unless they are aggressive. Once they become aggressive or receive aggressive stimulus, their aggressive counter will be set at 10. The counter will count down each turn and they will return to passive when it reaches 0.

Additionally, aggressive action will result in noise. The make noise method will wake all AI, both friendly and hostile, within a radius of the actor. Noise will make sleeping and passive AI aggressive. The radius of the sound can be reduced by the stealth skill.

The AI will wander around unaware of a player with high stealth, however combat will quickly wake all nearby enemies.

Given that search is based on line of sight, it's important that line of sight is symmetric. However in F.o.t.E it is not, though the advantage is always given to the player unless he is retreating. A quick fix is implemented such that the AI cannot see the player if the player cannot see the AI.

Given that LoS is not symmetric, this will present opportunities for players to sneak up on enemies avoiding LoS if given favorable terrain.

Enemies with high stealth can and will sneak up on unsuspecting players. You will always have to keep in mind that there just might be a stealthy mob following you into combat.

Please note, see invisible will increase perception and invisibility will just offer a bonus to stealth.

There may be additional ways to go unnoticed and perhaps even ways to alter an enemy's state...

State of the Game #1


If you made it this far, you are probably wondering where the game stands. Before I begin, let me explain the design philosphy best described as 1) build legos 2) build lego rocket ship. Right now I am working on the legos.

So far the game now includes the following features.

--Map generation using several level templates from forest ruins, glacial city, crystal caverns, volcanic caverns, marsh lands, and standard dungeon levels. Using a mix of BSP, Drunken Walk, and Cellular Autonama.
--State based AI: The AI currently has only three simple states passive, aggressive, and sleep. More will come.
--Spell targeting, and spell effects along with over half of the spells.
--All Equipment, equipment generation along the lines of diablo.
--Equipment UI. hitting 'e' will bring up an equipment window and selecting a slot will bring up available equipment.
--All Skills asides from use magic item.
--Offensive Spell targeting AI and casting.
--Melee combat.
--Ranged combat (bows)
--Debuff Spell targeting AI and casting.
--In game combat log.
--In game message system.
--Stealth/Detection for both player and mobs (yes the AI can have a stealth rating, and will sneak up on you.
-- Character sheet
-- Introduction Screen, Character Creation UI
-- Details for equipment
--Summon, pet AI
--Elemental Combat Bonuses
--All status effects from confusion on to blind.

So what's missing, that seems like everything?

Perhaps at first glance that seems to be everything needed for a complete game, however much is missing. Such as the fact that currently there is no game! Right now I am just testing combat with place holder mobs in a single level. Once everything else is working, the game begins, and what follows is internal play-testing before anyone else will have a chance to play. I will likely try and release 5-6 levels to get a sense of early game balance. My goal is late August/Early September for a alpha. However many legos are still missing!


--No potions, scrolls, or wands are yet in game. Wands will be essential for magic item skill users.
--Most of the transmutation school has yet to be complete as well as a few difficult spells such as teleport and blink.
--AI for casting escape spells (teleport blink), buffs, and healing spells.
--Item identification.
--Spell Books

Once those things are mostly finished it will be time to populate continuous levels and for me to begin play testing. At that's before alpha.

I do move pretty fast though...

What is Forge of the Elements?

Forge of the Elements is a roguelike ascii game heavily influenced by dungeon crawl, zangband as well as additional influences on gameplay from poxnora, diablo, city of heroes, and everquest.

What distinguishes Forge of the Elements from other roguelikes?

1) Skill based progression with an elemental focus:
In addition to standard archers, warriors, monks, and rogues players may further develop their characters by choosing one of 8 elements: Fire, Ice, Acid, Earth, Temporal, Mind, Life, and Death. These energies course through the player's veins adding additional effects in combat. Players may release explosions of energy on a successful attack damaging surrounding enemies, siphon the souls of their enemies on attack, find themselves more resistant to damage, become faster as well as other additional effects.

Players will be able to forgo physical combat entirely, and learning from the four schools of magic granting the ability to shape their elemental energies into damaging blasts of energy, debilitating effects on foes, physical manifestations of the element, and internal enchancements to physical prowess.

The skill system will be broken into 3 paths, a path of fighting, a path of skill, a path of focus in addition to the elemental focus. Spending points in one of the 3 paths will enhance your general ability to survive in Forge of the Elements. Fighting will increase both a player's hit points and add a modifier to damage. Skill will increase a players defense allowing them to more easily avoid physical attacks, and focus will increase the modifier for a player's mana pool.


2) Tactical spell system:

The spells in forge of the elements will be highly tactical in nature, providing not only damage but damage mitigation. A seasoned mage will completely control the flow of combat, debilitating foes into submission. Unlike physical combatants who can freely wear armor without weight restrictions, equip shields blocking bolt spells, arrows, and physical attacks, train their defense and ability to evade blows, a caster will rely on preventing an enemy from even casting the spell, or landing his blow.

Spells will rely on a spell targeting engine, which will effect all foes with in its area of effect. Spells will use a variety of casting techniques to operate as rays firring a wide beam of energy, bolts firring a bolt of manifested energy, balls which can be lobbed onto a square effecting surrounding enemies, personal based AEs effecting all enemies surrounding the caster, and single target effecting only the the target.

Casters will rely on a wide range of status effects from blindness, corrosion, stun, paralyze, daze, confusion, sleep, lull, stop, slow, immobilize, freeze, ignite, poison, disease, and weaken.

Casters will have to choose which schools to learn as mastering more than a couple is difficult for mortals. There are many very powerful spells in Forge of the Elements from conjuring Hell Fiends, calling forth divine judgement, becoming one with the earth and walking through stone, to even fading the memories of all enemies on the level.

3) Reflexive AI and player monster inheritance:

If you can cast it, they can cast it and will. Enemies have access to the same spells and abilities that you do. They have can have a stealth rating making it difficult to spot them. They will use the spell targeting engine to determine when to cast. They will check your status effects and know when to debuff you. They will track you based on scent and they will become aggressive if they hear you. They will buff and heal their allies. But the best part? The AI is reflexive. A friendly AI or hostile AI will opperate naturally with the same routine. A friendly AI will debuff, buff, heal, or stealth if able.

There may also be ways to turn a caster against his allies...

4) Java based portability and eventual online hosting as an applet!

Initially, Forge of the elements will be released as standalone .jar running on both windows, mac, and linux but eventually the game will be offered online.

Roguelikes are an amazing genre, but are limited in audience by the difficulty in compiling, poor graphics, challenging game play, and unintuitive controls. While the difficulty is a roguelike's best feature and the ascii offers a level of abstraction key in the complexity of gameplay, I hope to offer a game that is easy to get into, fast paced with no grinding, and with intuitive controls while increasing availability through the web!

Please check this blog for updates on F.o.t.E's development!

Justin