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	<title>Game Magic &#187; Arcana Manor</title>
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	<link>http://designingquests.com</link>
	<description>Putting the Magic Back in Magic Systems</description>
	<lastBuildDate>Sun, 29 Aug 2021 16:34:03 +0000</lastBuildDate>
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		<title>Arcana Manor: A Ceremonial Magick Simulator</title>
		<link>http://designingquests.com/?p=530</link>
		<comments>http://designingquests.com/?p=530#comments</comments>
		<pubDate>Fri, 12 Aug 2011 13:06:02 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[magick]]></category>
		<category><![CDATA[occult]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=530</guid>
		<description><![CDATA[Arcana Manor: A Ceremonial Magick Simulator Arcana Manor is a game-in-progress that features a magic system in which players cast spells through a symbolic language of syllables, gems, and cards. Players control Arcana Manor through input processed by various alternative controllers, including the Kinect and the Emotiv EEG headset. My goal in Arcana Manor is [&#8230;]]]></description>
				<content:encoded><![CDATA[<p class="MsoNormal" align="center"><strong><em><span>Arcana Manor: A Ceremonial Magick Simulator</span></em></strong></p>
<p><iframe width="425" height="349" src="http://www.youtube.com/embed/zqaMjG_8b6s" frameborder="0" allowfullscreen></iframe></p>
<p class="MsoNormal"><strong><em><span> </span></em></strong></p>
<p class="MsoNormal"><strong><em><span>Arcana Manor</span></em></strong><strong><span> is a game-in-progress that features a magic system in which players cast spells through a symbolic language of syllables, gems, and cards.<span> </span>Players control <em>Arcana Manor</em> through input processed by various alternative controllers, including the Kinect and the Emotiv EEG headset.<span> </span>My goal in <em>Arcana Manor</em> is to create an immersive magic system that lets players feel like they are casting spells through their mastery of arcane correspondences, expressed with ritual authenticity through gesture, word, color, and thought itself.<span> </span></span></strong></p>
<p class="MsoNormal"><strong><span> </span></strong></p>
<p class="MsoNormal"><strong><span>This footage showcases the following features</span></strong></p>
<p class="MsoListParagraphCxSpFirst"><!--[if !supportLists]--><strong><span><span>1)<span> </span></span></span></strong><!--[endif]--><strong><span>Two flash-based interfaces, consisting of</span></strong></p>
<p class="MsoListParagraphCxSpMiddle"><!--[if !supportLists]--><strong><span><span>a)<span> </span></span></span></strong><!--[endif]--><strong><span>An interactive kabbalistic tree of life with ten sephiroth and twenty-two paths on which players can place tarot cards, gems, and letters from the Enochian angelic alphabet of John Dee.<span> </span>Placing elements according to a matrix of correspondences yields multimodal feedback as paths light up with appropriate colors and emanate musical tones derived from traditional occultist attributions.</span></strong></p>
<p class="MsoListParagraphCxSpMiddle"><!--[if !supportLists]--><strong><span><span>b)<span> </span></span></span></strong><!--[endif]--><strong><span>An interface for recognizing magical gestures or sigils, based on Didier Brun’s Actionscript 3.0 gesture recognition library.</span></strong></p>
<p class="MsoListParagraphCxSpMiddle"><!--[if !supportLists]--><strong><span><span>2)<span> </span></span></span></strong><!--[endif]--><strong><span>A 3d environment built in the Unity game engine, representing a magician’s temple viewed from immersive first-person perspective.<span> </span>The temple contains ritual implements—including an altar, a skull, swords, and pantacles— that can be used to help cast spells.</span></strong></p>
<p class="MsoListParagraphCxSpLast"><!--[if !supportLists]--><strong><span><span>3)<span> </span></span></span></strong><!--[endif]--><strong><span>A Kinect interface that allows players (who have prepared themselves with rituals through the other interfaces) to summon and control the movements of a demon within his summoning triangle.<span> </span><span> </span></span></strong></p>
<p class="MsoNormal"><strong><span>Arcana Manor is a work in progress that I have been developing interatively over the past three years through several prototypes in various engines and tools, including the Torque Game Engine Advanced, Flash, and UDK.<span> </span>The current build consists of a combination of Unity 3d, Flash, and the Kinect.<span> </span>More footage and details will follow soon.</span></strong></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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		<item>
		<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>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>
<p class="MsoNormal">
<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>
<p class="MsoNormal">
<p class="MsoNormal">Put more enemies into the game, make them customizable</p>
<p class="MsoNormal">
<p class="MsoNormal">Put music in background (e.g. Danse Macabre)</p>
<p class="MsoNormal">
<p class="MsoNormal">
<p class="MsoNormal">
<p class="MsoNormal">
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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>
<p class="MsoNormal">
<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>
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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>
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		<item>
		<title>modeling the demon&#8217;s horns</title>
		<link>http://designingquests.com/?p=323</link>
		<comments>http://designingquests.com/?p=323#comments</comments>
		<pubDate>Mon, 25 May 2009 15:23:22 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[demon]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=323</guid>
		<description><![CDATA[The demon model is progressing.  Here are its horns.]]></description>
				<content:encoded><![CDATA[<p>The demon model is progressing.  Here are its horns.</p>
<div id="attachment_322" style="width: 510px" class="wp-caption alignnone"><a href="http://designingquests.com/blog/wp-content/uploads/2009/05/demonhorns.jpg"><img class="size-full wp-image-322" title="demonhorns" src="http://designingquests.com/blog/wp-content/uploads/2009/05/demonhorns.jpg" alt="modeling the horns" width="500" height="398" /></a><p class="wp-caption-text">modeling the horns</p></div>
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