NokiMo
Oculus Malus Games
Oculus Malus Games

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Feature Break Down #1 - New Magic System

Hey, I am going to start this new dev diary where I explain new features, or features that I might put in Non Monstrum. And then posting it here and discord so you guys can discuss it, and I can see what people's opinions are on it.

I was working in the garden, removing weeds for my dad under the hot early autumn Australian sun, and I started to think about how to improve the magic system in my game, and I worked out a few ideas.

First up, will be removing Mana Gauntlets, and leave them as just a visual and lore detail, rather than having any use in actual gameplay. The reason is just that in gameplay it really is nothing, and just an irritation when things go wrong with it.

Second, everyone can use magic, but are limited to three kinds of magic. One primary and two secondary.  The primary gets a boost of damage, while secondary gets nothing. Example, Lily primary would be water, obviously, and Scribe's would be light magic.

Third, no cooldown on spells, but they have a limited amount of uses. Since my problem is that I don't want people just spamming spells, but cooldowns do lower enjoyment of spell users.  This is nice balance between the ability to spam, but there will be consequences for doing so. But don't worry there will be ways to increase the magic limit with items and what not, and after battle you restore a certain amount.

Fourth, Staffs and Wands are the main weapons of magic users, but they could be more interesting. These weapons are now the only weapons that can be brought in stores that would be elemental in nature, other types of weapons would have to be found. Staffs give better magic stats boosts, but wands can magic bolt of wands element. Think of it as a weak magic spell. Something to spam, without being as powerful as normal spells.

Also thinking of major elemental weakness changes, but that could be for another time. Please ask any questions or give opinions.


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