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« on: October 14, 2019, 09:05:01 pm »
For the Myth & Magic arc, would I be correct in thinking that spheres will be the underlying general mechanic behind magic under which procedurally generated world-specific systems operate, rather than being an esoteric world-specific system in its own right?
Do you conceive of magical effects combining spheres, or will reach magical effect require only one sphere to use? For instance, would you need to or be able to combine a fire and a telekinetic sphere 8n order to cast a fireball spell (i.e one sphere to make the fire, another to move it)?
Will every game object be attached to a sphere and vice versa, for mechanical purposes? I'm thinking of elemental rock-paper-scissors, so you could smash a stone forgotten beast with a water effect but not a lightning effect, for instance. With so many spheres and game objects/actors, would this be impractical or would it simplify working out how magical effects interact with the world?
To what extent do you already have satisfactory physical processes implemented in the game for marrying up to spell effects? For example, fire, heat, etc.
Is there a possibility that the Myth and Magic release will lead to the inclusion of ambient light levels in fort mode? Light and darkness are such important fantasy staples that it would seem like a missed opportunity for them to not be included.