I’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 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
I need to implement a power-up system that strengthens spells according to what objects and cards have been collected.
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, in which the developers made the ballsy move of including platforming elements in a first-person game with magic. (I can’t turn these italics off, but they don’t mean anything.) And also more directly inspired by the Alchemist’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.