Includes

Bars

2005-11-22

World Info Review

This will be a 2D ultra-low-resolution MMO which as part of its intention is to run fast on a Win95 computer with 56k dialup, however regardless of this to contain the gameplay needed to compensate.

2005-11-18

Causality

The philosophical concept of causality or causation refers to the set of all particular "causal" or "cause-and-effect" relations. A neutral definition is notoriously hard to provide since every aspect of causation has received substantial debate. Most generally, causation is a relationship that holds between events, objects, variables, or states of affairs. It is usually presumed that the cause chronologically precedes the effect. Finally, the existence of a causal relationship generally suggests that, all things equal, if the cause occurs the effect will as well (or at least the probability of the effect occurring will increase).

2005-11-15

Server space for rent, cheap!

I promised I wouldn't force a monthly fee on the players, but I didn't say anything about players paying for additional services.

And no this is nothing like 'premium' service.

2005-10-24

Magic System Review


Lesson 1
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I've tried to make the magic system be as common sense as you can get.



Look at the inset diamond. Obviously, the more common term for mend is 'GOOD', but in this sense it's more the act of mending. Thus, the more common term for rend is 'EVIL', but in this sense it's more the act of rending.

Look at the inset square. I incorporated the standard 4-element system converted to forces. What more is a fire mage doing but heating, concentrating all the heat in an area? What more is a ice mage doing but cooling, dispersing all the heat in an area? What more is a wind mage doing but pushing air in a particular direction? What more is an earth mage doing but pulling? They're using a form of gravity magic.

Take any one force, and its effectiveness ratio against the others going clockwise is:

  • X:1 (itself), 1.125:1, 1:25, 1.375:1,
  • 1.5:1 (1/4 way around), 1.625:1, 1.75:1, 1.875:1,
  • 1:1 (1/2 way around), 1.875:1, 1.75:1, 1.625:1,
  • 1.5:1 (3/4 way around), 1.375:1, 1:25, 1.125:1,
  • X:1 (itself)

I'll explain X:1 in an example: If you fire a Fireball, and your opponent fires a less effective fireball and they hit eachother head-on, your fireball will absorb the blast of the weaker fireball and keep going!

So the only thing that matters when opposites hit eachother is which has more power behind it. If both have the same amount, they negate eachother...

(The above section is from a REALLY old backup, what wasn't lost is shown below.)

tree for nature mages) The source does expend its charge and once used up the player becomes 'saturated' with the mana from that source and cannot gain mana from that kind of source for a certain length of time. (this is done to prevent the game world from being constantly desolated) You also charge up all your forces constantly at a very slow rate by either standing still or sitting down. (sitting down is slightly more effective)

Lesson 2

There are 3 types of magical techniques.

Projectile (moves between caster/targets), Being (directly affects only the caster/targets), and Surround (affects all in a radius except caster/targets). For our purposes let's call these types {P}, {B}, and {S}. All spells are macros consisting of individual effects. Each effect is made up of one or a cross of these types.

Examples:

* {P} Bolt: Electrical energy fires in a straight line towards target
* {PB} Drain: Caster absorbs stamina via direct link from target
* {B} Inflame: Caster bursts into intense flame (no self-damage)
* {BS} Haste: Caster/Target speeds up, everyone in a radius slows
* {S} Shockwave: A concussive wave spreads out in all directions
* {SP} Bomb: A 'bomb' is tossed with a large explosion when it hits


Lesson 3

Whenever a hubward acquires his first foci orb of a force, he immediately learns four techniques of that force:

Two offensive techs of the first level of his/her choice, and
Two defensive techs of the first level of his/her choice.

Let's call the terms offensive and defensive where techs are concerned style.
(Offensive techs are affected by your character's intelligence score and Defensive techs are affected by his wisdom score.)

Scalar forces go up 6 levels (like shown here), psionic forces 4, and nexus forces 2.

Once enough experience is learned with the two techs chosen of a style, they combine to learn the next level's adjoining technique. (at this time, the tech left out at start is also learned) This is so the player is actually seeming to 'learn' the magic and have a preference on what type of tech to use. (this form of 'making up' tech only applies to 1st level spells)


Lesson 4

I've tried to make the magic system be as common sense as you can get. What I mean by that is that if you look at that circle, every force opposite it IS its opposite.

Take any one force, and its effectiveness ratio against the others going clockwise is:


X:1 (itself), 1.125:1, 1:25, 1.375:1,
1.5:1 (1/4 way around), 1.625:1, 1.75:1, 1.875:1,
1:1 (1/2 way around), 1.875:1, 1.75:1, 1.625:1,
1.5:1 (3/4 way around), 1.375:1, 1:25, 1.125:1,
X:1 (itself)


I'll explain X:1 in an example: If you fire a Fireball, and your opponent fires a less effective fireball and they hit eachother head-on, your fireball will absorb the blast of the weaker fireball and keep going!

So the only thing that matters when opposites hit eachother is which has more power behind it. If both have the same amount, they negate eachother.


Lesson 5

Spells are very different from techniques, they have a set casting cost and effect. They will always require amounts of two or more forces to cast, so a player who only ever uses fire magic won't be able to use spells.

Spells are divided into two classes:

Invoker spells, which (among many other things) are affected by your character's intelligence score, and
Enchanter spells, which (also among many other things) are affected by your wisdom score.

There are 136 known invoker spells, and 136 known enchanter spells...known being the key word there, as there are likely many more to be found. (as you can see, Offensive/Invoker spells, and Defensive/Enchanter spells have something in common. In each group, both are affected by the same character stat. If a character does not have a combined INT+WIS score greater than 9, they will not be able to use their own magic at startgame)

2005-06-06

Why are there 26 Forces?

Have you played the first FFT? Remember it's use of the zodiac?
Well, there's some very good reasons why Magincard Worlds has so many forces.

2005-05-07

Races

I am taking requests for racial talents and abilities.

2005-04-12

Skill Auto-Balancing

Naturally, when you don't practice at something for a long time, your skill at it will deteriorate.

Why not do that in a game?

2005-03-09

B-P-S Tech Tree

This idea reinforces the 'Dual Spell' setup already present.

Being : Directly connected to the target or the caster.
Projectile : Moves between the target and the caster.
Surround : Affects all targets within a radius except the caster.

2005-02-03

Voice Commanded Spells

One Player Capabilities:

You charge up your forces, it is shown as a % charged.

By holding down the "Command/Action" key, you 'command' your forces.

2005-01-26

Mage Levels and Rating

(INT+WIS) / 10 = # of MP earned every 10 Mage Exp. (MXP)

2005-01-08

Spell Tabs

As an alternative or in addition to the current spell slot setup:

You can attach Tabs to individual spells.