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Post news RSS Fragment’s Moonrise | #34 Damage, Resistance, Status Effects, Auras, and Elements, Part 3

A more in-depth look into our Ability system, and all the various Damage and non-Damage related factors. (Part 3)

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Welcome to our thirty-fourth blog post!


In this one, we want to get into some of the more explicit coding behind our Abilities, and the various features behind them that the caster will be able to utilize.

There are a lot of basic aspects- such as Damage, Mana-Damage, Lifesteal, Cast-Time, and so forth. But there are also a lot of advanced aspects we’d like to go over.

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One of the features we discussed last time was about Status Effects and how they are inflicted. We hinted at how Abilities can inflict status effects, so now we’ve wanted to shed a bit more light on the subject.

Inflicting Status Effects are actually quite simple- so long as the Ability hits the target (whether directly, or in an area-of-effect) will the Status Effect take effect. No damage must be dealt, and there are no other special attributes. The spell’s only requirement is it must hit the target. Which is possibly its hardest requirement to do swiftly and accurately.

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To assist in, for example, inflicting Status Effects, or even any other types of spells in general, there is the Groundcast feature on Abilities. Just simply casting upon a foe does not guarantee a hit- the foe could move at the last moment and dodge the attack.

Therefore, Groundcast can be utilized to attempt to predict a foe’s movement. With good timing, one can strike a foe in such a way they cannot dodge, guaranteeing the spell’s effects to take place, and the fight to turn more in your favor.

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Another method of spreading Status Effects, or damage, or anything else, is done through Area of Effect spells.

Fairly basic to understand- they strike in a specified area, and can inflict upon specific types of targets.

If a Status Effect is placed upon this Ability, when any foe in the AOE is inflicted by the Ability, they are also inflicted with the Status Effect.

Do know- an area of effect spell combined with a groundcast makes it that much easier to hit moving targets, as the area the foe must be in is much wider and more simple to target at a quickly moving pace.

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The speed at which a projectile travels to a target location is a very important one. A spell too slow will be easier to dodge. But a spell too fast might be overpowered.

Projectile Speed is a variable that can be used to make some fairly interesting spells. Slow moving, quick-to-cast spells are fairly interesting on their own right.

But in other instances, such as with the Lesser Dragon of Lightning’s Arclightning, it needs a high speed projectile in order for it to actually hit a target reasonably. But not something so fast the player can’t dodge the attack at all.

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That concludes just some of our Abilities- in our next post, we’d like to go over even more of them, as there are a few extras we have yet to discuss.

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Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!

If you’re brand new, consider checking out our trailer and overall description of the game here.

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