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	<title>Game Magic &#187; Game Ideas</title>
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	<link>http://designingquests.com</link>
	<description>Putting the Magic Back in Magic Systems</description>
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		<title>Game Magic</title>
		<link>http://designingquests.com/?p=543</link>
		<comments>http://designingquests.com/?p=543#comments</comments>
		<pubDate>Sat, 24 Nov 2012 22:46:56 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=543</guid>
		<description><![CDATA[There is a lot going on right now, so I though I&#8217;d update my blog. A team of students and I are working on a game called Arcana: A Ceremonial Magick Simulator.  The game hits alpha release on December 6, 2012.  The beta release will occur on March 1st, 2012.  Here&#8217;s a picture of the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanademoside.jpg"><img class="size-medium wp-image-545 aligncenter" title="arcanademoside" src="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanademoside-300x225.jpg" alt="A demo of Arcana: A Ceremonial Magick Simulator" width="300" height="225" /></a></p>
<p>There is a lot going on right now, so I though I&#8217;d update my blog.</p>
<p>A team of students and I are working on a game called <em>Arcana: A Ceremonial Magick Simulator</em>.  The game hits alpha release on December 6, 2012.  The beta release will occur on March 1st, 2012.  Here&#8217;s a picture of the team.</p>
<p style="text-align: center;"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanagroupportrait1.jpg"><img class="size-medium wp-image-555 aligncenter" title="arcanagroupportrait1" src="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanagroupportrait1-300x225.jpg" alt="Arcana group portrait" width="300" height="225" /></a></p>
<p>In addition, I&#8217;m hard at work on a book called <em>Game Magic: A Game Designer&#8217;s Guide to Constructing Magic Systems, </em>which will be published by CRC/Taylor and Francis in 2013.</p>
<p>I spoke on a panel with Ken Rolston, lead designer of <em>Oblivion </em>and <em>Morrowind, </em>and game writer Rafael Chandler at George Mason University.</p>
<div id="attachment_559" style="width: 310px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/howardrolstonchandler.jpg"><img class="size-medium wp-image-559" title="howardrolstonchandler" src="http://designingquests.com/blog/wp-content/uploads/2012/11/howardrolstonchandler-300x225.jpg" alt="panel with Rolston and Chandler" width="300" height="225" /></a><p class="wp-caption-text">panel with Rolston and Chandler</p></div>
<p>I also gave a presentation at GDC Online 2012 called &#8220;Occult Game Design: An Initiation into Secrets and Mysteries,&#8221; which was featured on the <a title="occult game design" href="http://www.gdconline.com/conference/gamenarrative.html" target="_blank">front page of the Game Narrative Summit site</a>.</p>
<div id="attachment_562" style="width: 310px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/howardoccultgamedesign.jpg"><img class="size-medium wp-image-562 " title="howardoccultgamedesign" src="http://designingquests.com/blog/wp-content/uploads/2012/11/howardoccultgamedesign-300x156.jpg" alt="occult game design" width="300" height="156" /></a><p class="wp-caption-text">Occult Game Design </p></div>
<p>I&#8217;ll be adding more information on each of these projects in the near future.</p>
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		<item>
		<title>New gameplay footage (music, telekinesis, invisibility, planets)</title>
		<link>http://designingquests.com/?p=434</link>
		<comments>http://designingquests.com/?p=434#comments</comments>
		<pubDate>Mon, 27 Jul 2009 14:43:38 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[colors]]></category>
		<category><![CDATA[invisibility]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[orbs]]></category>
		<category><![CDATA[tarot]]></category>
		<category><![CDATA[tones]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=434</guid>
		<description><![CDATA[I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09). The video has two parts. The first part demonstrates several new features, including: musical tones that correspond to colors and planets in the magic system, mountable weapons based on the tarot suits, elemental projectiles flung from melee [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09).</p>
<p>The video has two parts.</p>
<p><span>The first part demonstrates several new features, including:<br />
musical tones that correspond to colors and planets in the magic system,<br />
mountable weapons based on the tarot suits,<br />
elemental projectiles flung from melee weapons,<br />
weapon cycling,</span><br />
guard bots with basic AI,<br />
<span>an invisibility spell,<br />
a demon model with flame effects from a procedural shader </span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The second part showcases these features:</p>
<p>a spell interface based on tarot cards<br />
Moving platforms<br />
A telekinesis spell<br />
Collectible orbs whose colors and associated musical tones correspond to the seven planets of the ancients<br />
A color-based and tonal magical interface corresponding to the orbs</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Adventures in AI scripting</title>
		<link>http://designingquests.com/?p=431</link>
		<comments>http://designingquests.com/?p=431#comments</comments>
		<pubDate>Sat, 18 Jul 2009 16:47:29 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[bots]]></category>
		<category><![CDATA[debugging]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=431</guid>
		<description><![CDATA[I added two AI bots to my game prototype, and the process took a long time and a lot of work.  I ended up learning how to use echo statements to track the loading of the many files that I had changed and to determine where a particular file was erroring out.  This was useful [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I added two AI bots to my game prototype, and the process took a long time and a lot of work.  I ended up learning how to use echo statements to track the loading of the many files that I had changed and to determine where a particular file was erroring out.  This was useful debugging experience.</p>
<p>The way that I incorporated the AI bots initially resulted in my player character being chased by mirror versions of herself, which was eerie and reminiscent of similar Alucard versus Alucard doppleganger battles in Castlevania: Symphony of the Night.  But I soon switched the AIGuard model out so that I was fighting two demonic space orcs.</p>
<p>I also changed the projectile scripts on my first-person spells so that the projectiles would do damage, as well as creating various other effects such as invisibility and healing.</p>
<p>Then, while working on loading the animations for the ai bots, my mission stopped loading and started crashing in the middle of phase 2 loading.  I can&#8217;t figure out why, so I&#8217;m building a debug version of the app with the hope that I can find the specific line where the mission load is crashing.</p>
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		<title>first-person magical items and projectiles</title>
		<link>http://designingquests.com/?p=427</link>
		<comments>http://designingquests.com/?p=427#comments</comments>
		<pubDate>Mon, 13 Jul 2009 22:01:48 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[battlespire]]></category>
		<category><![CDATA[Castlevania]]></category>
		<category><![CDATA[Holy Mountain]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[mount points]]></category>
		<category><![CDATA[spells]]></category>
		<category><![CDATA[tarot]]></category>
		<category><![CDATA[tower]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=427</guid>
		<description><![CDATA[I&#8217;ve been working on several features of Arcana Manor which are starting to add to the magic system.  The first is that I re-sized all of my tarot objects (the suits like cups and swords) and placed mount nodes on them so that they can be equipped as weapons in first-person view.   I worked [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been working on several features of <em>Arcana Manor</em> which are starting to add to the magic system.  The first is that I re-sized all of my tarot objects (the suits like cups and swords) and placed mount nodes on them so that they can be equipped as weapons in first-person view.   I worked for a couple of days to get weapon cycling operational so that players can switch between these weapons with a button press.  Then, I modified the melee scripts so that swinging the weapons would cast spells that fire projectiles in first-person mode, targeting with the crosshairs rather than selecting with selectrons.  Next, I made a set of geometrical projectiles fired by the various tarot suits, starting with a sphere textured in a wave image that emits water droplets through particle emitters.  Equipping the cup allows the player to fling this watery sphere, and each of the other tarot suits can hurl similar projectiles that correlate with their traditional ancient elemental attributions as well as the appropriate Platonic solids defined that the Greek philosopher Empedocles associated with the four elements.  The wand throws a flaming pyramid, the sword shoots an airy octahedron, and the pentacle fires a purple sphere (technically, this should be an earthy cube, but I like the glowing purple plasma texture better).  In fact, I like the plasma filter in Gimp 2.0 so much that I made seven plasma textures for each of the seven colors of the visible spectrum and then applied these textures to seven geometrical primitives that can also be projectiles (including the delightfully obscure rhombicosahedron).  When I export these, I think they can be 3d jewels as well as projectiles, so they may end up playing into a 3d magic interface of the kind that I described in</p>
<p>I need to implement a power-up system that strengthens spells according to what objects and cards have been collected.</p>
<address><em>In terms of level design, I also want to make a really twisted, surreal, evil sorcerous tower for the player to explore, inspired in part by Castlevania 64 and an obscure Elder Scrolls game called Battlespire</em>, in which the developers made the ballsy move of including platforming elements in a first-person game with magic.  (I can&#8217;t turn these italics off, but they don&#8217;t mean anything.)  And also more directly inspired by the Alchemist&#8217;s Tower in The Holy Mountain, as well as the Dark Tower (Browning and King).  Because I like upward movement and vertiginous heights and the symbolism of ascent.<br />
</address>
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		<item>
		<title>to do list</title>
		<link>http://designingquests.com/?p=424</link>
		<comments>http://designingquests.com/?p=424#comments</comments>
		<pubDate>Tue, 30 Jun 2009 03:48:37 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[tarot suits]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=424</guid>
		<description><![CDATA[To do: put a mount node on each of the four tarot objects so that they can be wielded as weapons Set up a different projectile effect for each object when it is swung/fired as a magical melee weapon Perhaps also a different particle effect that is activated for each item A room with four [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>To do: put a mount node on each of the four tarot objects so that they can be wielded as weapons</p>
<p>Set up a different projectile effect for each object when it is swung/fired as a magical melee weapon</p>
<p>Perhaps also a different particle effect that is activated for each item</p>
<p>A room with four walls, each with one of the tarot suits and a Latin word (scire, audere, velle, tacere)</p>
<p>Maybe also murals representing a man/woman doing each</p>
<p>Bridges and hallways lead out from this room to four trials/levels of knowledge, courage, will, and silence</p>
<p>A Gothic platformer, but trying to strive for Psychonauts or Ico more than American McGee&#8217;s Alice</p>
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		<title>Object selection problems and selecting objects in FPS mode</title>
		<link>http://designingquests.com/?p=404</link>
		<comments>http://designingquests.com/?p=404#comments</comments>
		<pubDate>Tue, 23 Jun 2009 02:38:48 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[scripting]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=404</guid>
		<description><![CDATA[Here is today&#8217;s update on Arcana Manor, in the form of a post I made to the ArcaneFX section of the Garagegames forum.  The only addendum I have is that after this post I managed to fix most of the object selection problems, thanks to the help of the user named Gibby.  They were in [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here is today&#8217;s update on <em>Arcana Manor</em>, in the form of a post I made to the ArcaneFX section of the Garagegames forum.  The only addendum I have is that after this post I managed to fix most of the object selection problems, thanks to the help of the user named Gibby.  They were in the playgui.gui file.  Next up is the more challenging problem of selecting objects in first-person shooter mode.</p>
<p>In the process of making many script and code changes to implement several different features, I seem to have interfered with the game&#8217;s ability to select objects with the mouse rollover raycast.  I can select the orc AI player, but only from certain angles (specifically from a slight angle while he is running toward the player, and sometimes from behind if the player is standing close to him).  I can&#8217;t select the orc corpse at all, even though &#8220;corpsehiddenfromraycast&#8221; is set to &#8220;0&#8243; and &#8220;$TypeMasks::CorpseObjectType&#8221;  is enabled in &#8220;AFX::targetSelectionMask.&#8221;  If I run the AFXDemo from a fresh install of AFX 1.7.1, it is much easier to select the orc and the orc corpse from almost any angle and distance, which suggests to me that I&#8217;ve done something to mess up the rolloverraycast function or another piece of code or script related to object selection.</p>
<p>I&#8217;ve used WinDiff to check afxtsctrl.cp against the same file in the fresh install of AFXDemo, but restoring this file to its original state doesn&#8217;t solve the problem.  Could anybody suggest where else I might look for changes to try to fix this problem?  I also checked in GameConnection.cpp because I think some of the object selection code is in that file, but I&#8217;m wondering where else the problem might be coming from.</p>
<p>To provide a little context, I am working on a game in which the player can cast spells from first-person mode, like in Oblivion.  So, one of the ultimate goals here is to be able to select objects in first-person shooter mode by toggling the cursor or using the crosshairs.   Gibby&#8217;s AFXFps mod and tutorial has been extremely helpful with this, though his solution is to cast spells from a 3rd person &#8220;psionics&#8221; mode.  For some reason, I can select objects in Gibby&#8217;s 3rd-person mode but not in his first-person mode, even when I toggle the cursor on.  I&#8217;ve studied the commands.cs script that Gibby uses to switch modes (which involve showing the reticle and the shapenamehud in first-person mode), but I&#8217;m not sure which part of this script would be causing the conflict between first-person mode and object selection.</p>
<p>So, a second question once I fix the raycast problem would be: how can I select objects while staying in first-person mode?</p>
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		<title>Moving Platforms</title>
		<link>http://designingquests.com/?p=399</link>
		<comments>http://designingquests.com/?p=399#comments</comments>
		<pubDate>Sun, 21 Jun 2009 20:01:51 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[moving platforms]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[telekinesis]]></category>
		<category><![CDATA[WinDiff]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=399</guid>
		<description><![CDATA[It&#8217;s been a few days since I&#8217;ve updated progress on Arcana Manor because I&#8217;ve been intently involved in implementing an important feature: moving platforms.  These are moving planes or scaled cubes that players can stand on top of, moving along with the platforms as on an elevator.  These moving platforms are important, by definition, to [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s been a few days since I&#8217;ve updated progress on Arcana Manor because I&#8217;ve been intently involved in implementing an important feature: moving platforms.  These are moving planes or scaled cubes that players can stand on top of, moving along with the platforms as on an elevator.  These moving platforms are important, by definition, to a game in which platforming a key part of gameplay.</p>
<p>Torque Game Engine Advanced doesn&#8217;t have out-of-the box support for moving platforms, which means that they have to be added as C++ code, preferably by the addition of one of the downloadable resources on Garagegames.com.  To integrate such a resource with a codebase that I&#8217;ve already heavily modified, I had to use WinDiff, a program for comparing files and isolating their differences.  Once I isolated these conflicting code fragments, I had to choose how to merge them by incorporating relevant new lines of code from the resource and discarding irrelevant lines of code.  This process was complicated by the porting of the resource from TGE 1.5.2 to TGEA 1.7.1, especially since the resource itself was actually for TGEA 1.8.1 but had been compiled from multiple TGE versions.  In practical terms, these multiple versions and resources meant that I had to spend several days reading through C++ source code, puzzling out its logic and structure until I could figure out which lines of code were needed and which were not.  I re-compiled the engine dozens of time, de-bugging code changes to preserve the resource&#8217;s functionality while updating it and slotting it in with ArcaneFX, melee, and other code changes I&#8217;ve already implemented.</p>
<p>I now have moving platforms.  The key is making the player object a child of the platform, which is a pathshape moving along the nodes of a path.</p>
<p>Unfortunately, I have to use a rectangular dts shape that came packaged with an early version of the resource, because the player falls through any dts that I make myself in Softimage.  I think this has to do with the way that collision meshes are set up in the process of exporting the model from Softimage to dts format, but after spending a day on collision meshes I haven&#8217;t been able to isolate the problem.</p>
<p>I&#8217;m now trying to trigger the moving platforms with a spell so that I can incorporate telekinesis into my magic system.  Since the magic system is the focus of the game and the surreal mansion is the secondary focus, it would be best if these two aspects of gameplay could be tied together.  I have a telekinesis spell that can move an interior instance with the settransform() function, but the interior leaps all at once rather than animating smoothly and carrying the player with it.  If I can trigger a pathshape with a spell, the player could raise and lower bridges with the alterative school of magic, corresponding to the wands.</p>
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		<title>next Arcana Manor goals</title>
		<link>http://designingquests.com/?p=348</link>
		<comments>http://designingquests.com/?p=348#comments</comments>
		<pubDate>Sun, 07 Jun 2009 03:05:21 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[arcana manor goals]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[features]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=348</guid>
		<description><![CDATA[Next Arcana Manor goals for features: Set up a control scheme using the 360 controller This will keep the magic system from becoming too unruly (a collection of chaotic key-presses) and more focused around a set of core mechanics Fix melee system so that the sword can swing more than one time Implement &#8220;platforms that [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><!--[endif]--></p>
<p class="MsoNormal">Next Arcana Manor goals for features:</p>
<p class="MsoNormal">
<p class="MsoNormal">Set up a control scheme using the 360 controller</p>
<p class="MsoNormal">This will keep the magic system from becoming too unruly (a collection of chaotic key-presses) and more focused around a set of core mechanics</p>
<p class="MsoNormal">
<p class="MsoNormal">Fix melee system so that the sword can swing more than one time</p>
<p class="MsoNormal">
<p class="MsoNormal">Implement &#8220;platforms that move&#8221; for TGEA 1.7.1 using Windiff</p>
<p class="MsoNormal">
<p class="MsoNormal">Correlate spell-casting with platform movements via settransform function or applyimpulse</p>
<p class="MsoNormal">
<p class="MsoNormal">Finish modeling demon</p>
<p class="MsoNormal">
<p class="MsoNormal">Begin to script more spells</p>
<p class="MsoNormal">Script power-up mechanic for tarot items</p>
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<p class="MsoNormal">Work on first-person spell-casting (such as casting animations for hands, effects that don&#8217;t require selectrons to target but work as projectiles as in Oblivion, effects that don&#8217;t depend on a zodiac</p>
<p class="MsoNormal">or make the zodiac vertical</p>
<p class="MsoNormal">or displace it in front of the player</p>
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<p class="MsoNormal">Put more enemies into the game, make them customizable</p>
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<p class="MsoNormal">Put music in background (e.g. Danse Macabre)</p>
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]]></content:encoded>
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		<title>new Arcana Manor feature: mounted particle emitter</title>
		<link>http://designingquests.com/?p=342</link>
		<comments>http://designingquests.com/?p=342#comments</comments>
		<pubDate>Sun, 07 Jun 2009 02:47:26 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[cursor]]></category>
		<category><![CDATA[gestural]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[particle emitter]]></category>
		<category><![CDATA[sigils]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=342</guid>
		<description><![CDATA[Finally, after six months, succeeded in attaching a particle emitter to the cursor. This is the beginning of a gestural magic system, since the player can now trace sigils in the air because the cursor leaves behind a trail of glowing particles (in this case, fire) which look like a will o’ the wisp. Here&#8217;s [&#8230;]]]></description>
				<content:encoded><![CDATA[<p class="MsoNormal">Finally, after six months, succeeded in attaching a particle emitter to the cursor.</p>
<p class="MsoNormal">This is the beginning of a gestural magic system, since the player can now trace sigils in the air because the cursor leaves behind a trail of glowing particles (in this case, fire) which look like a will o’ the wisp.</p>
<p class="MsoNormal">Here&#8217;s a video of the feature out of context</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Dvm7yyujSrE&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/Dvm7yyujSrE&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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<p class="MsoNormal">And here&#8217;s a longer video of the complete build, with the particle emitter feature in context</p>
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<p>Interested readers might want to watch these videos in conjunction with this previous video of a recent build, which lacks the sigil drawing feature but also showcases the game&#8217;s spellcasting interfaces as they&#8217;re evolving.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Video: New Arcana Manor build</title>
		<link>http://designingquests.com/?p=329</link>
		<comments>http://designingquests.com/?p=329#comments</comments>
		<pubDate>Sat, 30 May 2009 19:33:08 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=329</guid>
		<description><![CDATA[As promised, here is a short video of the newest build of Arcana Manor. This build features some experiments with a new spell interface, including a rotating 3d tarot deck and a hexagram gui with jewel buttons that summon magical sigils with spellcasting powers. The player can also shift between first person shooter mode for [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>As promised, here is a short video of the newest build of <em>Arcana Manor</em>.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><em></em></p>
<p>This build features some experiments with a new spell interface, including a rotating 3d tarot deck and a hexagram gui with jewel buttons that summon magical sigils with spellcasting powers. The player can also shift between first person shooter mode for melee and third-person mode for cursor-based spell-casting in the interfaces. I&#8217;m using Jeff Faust&#8217;s ArcaneFX in conjunction with these interfaces to implement spell-casting effects, including a custom attack spell with my own zodiacs and rune rings and a modified levitation spell using physical zones. The build also features some custom items representing the minor arcana of the tarot deck, including an ankh wand, a glowing black sword, a cup, and a pentacle. </p>
]]></content:encoded>
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