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	<title>Game Magic &#187; symbol arch</title>
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	<description>Putting the Magic Back in Magic Systems</description>
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		<title>Arcana Manor under construction . . .</title>
		<link>http://designingquests.com/?p=207</link>
		<comments>http://designingquests.com/?p=207#comments</comments>
		<pubDate>Sun, 01 Mar 2009 19:59:42 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[level design]]></category>
		<category><![CDATA[symbol arch]]></category>

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		<description><![CDATA[Here are the beginnings of a level in Arcana Manor that I&#8217;ve been building in Torque Constructor. This level contains, at the center, a medieval cathedral that I built in Constructor several weeks ago following a tutorial on garagegames. 2) I&#8217;ve also made 22 cubes with textures from the major arcana of the Marseilles tarot [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here are the beginnings of a level in <em>Arcana Manor</em> that I&#8217;ve been building in Torque Constructor.</p>
<div id="attachment_212" style="width: 510px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2009/03/battlementscreenshot1.png"><img class="size-full wp-image-212" title="battlementscreenshot1" src="http://designingquests.com/blog/wp-content/uploads/2009/03/battlementscreenshot1.png" alt="Arcana Manor Screenshot" width="500" height="375" /></a><p class="wp-caption-text">Arcana Manor Screenshot</p></div>
<p>This level contains, at the center, a medieval cathedral that I built in Constructor several weeks ago following a tutorial on garagegames.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2009/03/cathedral.bmp"><img class="size-full wp-image-219 alignleft" title="cathedral" src="http://designingquests.com/blog/wp-content/uploads/2009/03/cathedral.bmp" alt="cathedral made in Constructor" width="614" height="461" /></a></p>
<p>2) I&#8217;ve also made 22 cubes with textures from the major arcana of the Marseilles tarot deck and exported them from xsi into Torque.  This took a lot of effort because the XSI exporter is still a bit clunky and requires a lot of manual scene set-up involving dummy nodes, collision meshes, and naming conventions that have to be set exactly right in order to export.</p>
<p>3) I also set up a working inventory system that tracks when a player picks up minor arcana items (wands, swords, pentacles, and cups), then registers these items in an inventory graphical user interface that can be toggled on and off.</p>
<div id="attachment_209" style="width: 310px" class="wp-caption alignnone"><a href="http://designingquests.com/blog/wp-content/uploads/2009/03/inventoryguitarot.png"><img class="size-medium wp-image-209" title="inventoryguitarot" src="http://designingquests.com/blog/wp-content/uploads/2009/03/inventoryguitarot-300x225.png" alt="Inventory GUI" width="300" height="225" /></a><p class="wp-caption-text">Inventory GUI</p></div>
<p>4) I set up a simple spell system using resources provided on the GarageGames site, which allows the player to throw a fireball.</p>
<p>5) Wrote scripts for each of the cubes and items so that players can pick them up and store them in an inventory.  Made a small, rough test level using early versions of the battlements described in the &#8220;5 minutes of gameplay&#8221; entry to demonstrate that players can pick up cubes and items.  Here is one sample cube, followed by a video of the player picking up many of them, picking up several cups, and toggling the inventory.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2009/03/deathcube2.png"><img class="alignnone size-full wp-image-217" title="deathcube2" src="http://designingquests.com/blog/wp-content/uploads/2009/03/deathcube2.png" alt="" width="500" height="375" /></a></p>
<p>6) The goal now is to first make the four minor arcana mountable as weapons so that they can be held by players, so that players can wield a sword or a cup in order to trace sigils in the air, like a hexagram.</p>
<p>Then, I need to set up a melee system that allows the player to swipe with the sword and do damage.</p>
<p>However, for the purposes of this game the motions of the items will have to be more precise, i.e. they will need to follow the movements of the gamepad as a sort of cursor.  Attached to the end of the sword, wand, or cup there will need to be a particle emitter or other special effect producer that leaves a glowing colored trail and recognizes when certain patterns have been traced.</p>
<p>Question: How did the designers of Arx Fatalis (or Molyneux in Black and White) pull of a similar &#8220;tracing magic sigil with finger&#8221; mechanic?</p>
<p>7) While I&#8217;m providing screenshots, here is an arch with some custom alchemical planetary symbols applied to it as textures.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2009/03/symbolarch.bmp"><img class="alignnone size-medium wp-image-213" title="symbolarch" src="http://designingquests.com/blog/wp-content/uploads/2009/03/symbolarch.bmp" alt="Arch with planetary textures" width="672" height="504" /></a></p>
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