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DF Suggestions / Re: Kohaku's Yet Another Magic / Wizard Rant!
« on: March 16, 2010, 04:54:11 am »
Predit: These things are getting too large! Also, I can't nestle spoilers. But I used them to show what parts add to the conversation and what don't. This is a very long post.
*Imaginary headdesk, many times. Real raising arms to the sky in frustration. Casts spell of frustration cancellation.* The current conversation isn't what I'm having trouble with though; I think having worlds generated with some magic-storing carnivorous slime would be awesome, although I don't think it should be that common because of incongruity with mysterious magic.
Magic should be able to do anything, so we need variable specifications for the computer that can handle anything.
What does that last sentence mean?
*Imaginary headdesk, many times. Real raising arms to the sky in frustration. Casts spell of frustration cancellation.* The current conversation isn't what I'm having trouble with though; I think having worlds generated with some magic-storing carnivorous slime would be awesome, although I don't think it should be that common because of incongruity with mysterious magic.
Spoiler: expectations (click to show/hide)
Spoiler: more (click to show/hide)
Spoiler: about the long post (click to show/hide)
Spoiler: adds:procedural magic is magic (click to show/hide)
Spoiler: adds:spheres (click to show/hide)
Spoiler: objectivity (click to show/hide)
Spoiler: adds:on components (click to show/hide)
Yes, those energy sources would probably be included under the sources group. But we also need to include sources of influence, control, and change. There's not much reason to specify the types of magic sources, because we could come up with near-infinite examples. Instead, what sources do you think would probably break the system? Creatures, souls, gods, lands, and spheres are already defined, so there shouldn't be much trouble there.I agree with Nivm.
No matter how you think of it, magic will at some level have to have a programmed system, even if its laws are highly mutable. At some level there will be mechanics to govern how procedural magic works, whether each sphere has a list of hardcoded or raw controlled effects, or whether a set of fundamental mechanics, are combined to create 'spells' and other magical effects.
Therefore, when something magical happens, there will probably be a [SOURCE] such as a sphere interaction with the creatures or land, that will have to be quantified in the code. It will may occur over a few frames or many, which is [DURATION]. The event will somehow have to choose legitimate [TARGETS] and so on. Even if it is possible for a world to be generated where nothing is ever [TARGETED], perhaps if every magical occurrence were environmental, the other mechanics would be required to make events sensible to the computer and the player.
The difficulty is in balancing procedural effects with the necessity of interpreting magic to the game's code.I've talked about sources for magic, I even had a big yellow banner that said "Energy Sources"... It's one of those things that I was proposing was to make multiple types of sources for magic, whether it is an "innate" ability, or something you draw out of living beings.Spoiler (click to show/hide)
Or are you saying something to contradict Captaintastic's assertion that magic will be able to do anything, and are saying that the magic system will be very limited?
If that is the case, then I would only say it makes my attempt to lobby for these sorts of magic be included.
Magic should be able to do anything, so we need variable specifications for the computer that can handle anything.
What does that last sentence mean?
Spoiler: adds:magic megaconstruction note (click to show/hide)
Spoiler: mana pools, flows, and glows (click to show/hide)