Home Help Search Calendar Login Register
+  Hero6 Forums
|-+  The Hero6 Project
| |-+  Game Development
| | |-+  Game Development Discussion (Moderators: lazygamer, Silverbolt)
| | | |-+  Rune-Magic
« previous next »
Pages: 1 [2] Go Down Print
Author Topic: Rune-Magic  (Read 5727 times)
Sirus
Squire
**
Offline Offline

Posts: 64


View Profile WWW
« Reply #15 on: October 11, 2005, 11:09:27 PM »

I do agree with the comments that it would take adjusting to make it with an adventure/RPG game.

Also realize that I took this from GURPS, which is a tabletop RPG (and I made a few minor edits)
Logged

Current Project:Hero of the Rune My QFG Fangame!
Current Status: Working on plot and a design document before getting in over my head.
Jigen
Superhero
******
Offline Offline

Posts: 1134



View Profile
« Reply #16 on: October 25, 2005, 01:22:19 PM »

Ghost bumping much?

Because the date on this said 25/10 out in the Topic Titles area.
« Last Edit: October 25, 2005, 01:22:51 PM by Jigen » Logged

Set a match alight, and a man will be warm for a minute.
Set a man on fire and he\'ll be warm the rest of his life.
Sirus
Squire
**
Offline Offline

Posts: 64


View Profile WWW
« Reply #17 on: October 27, 2005, 12:51:49 AM »

Quote
Ghost bumping much?

Because the date on this said 25/10 out in the Topic Titles area.
Sorry, but you lost me.... can you rephrase that?
Logged

Current Project:Hero of the Rune My QFG Fangame!
Current Status: Working on plot and a design document before getting in over my head.
Archer455
Initiate
*
Offline Offline

Posts: 3



View Profile
« Reply #18 on: June 01, 2006, 12:26:07 AM »

I think this sounds good; if you had it as a way to cast spells in the game I dont think that many of the verbs would be needed. To cast these spells maybe just put the two runes in order at the ready and use them to automatically cast the spell (select "cast rune or activate rune" and it works like firedart or lightning ball would in the qfg games) This would make it much easier to use and with less verbs that means less spells which means easier to make (if I'm not mistaken).
Logged
Ignus_Draconus
Famous Adventurer
*******
Offline Offline

Posts: 3115



View Profile WWW
« Reply #19 on: June 01, 2006, 01:59:00 AM »

I'm not overly fond of implementing a runecasting system in a QG world.  there's already a well tried system for casting spells. though I could see using runes in some interesting magic-related sidequests and puzzles.
Logged

c/dos
c/dos/run
Pages: 1 [2] Go Up Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.059 seconds with 21 queries.