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Combat Designs
Project Mystic - Magic
The player has the ability to cast magic spells that consume magic points. Each spell cost different amounts of MP and does different amounts of damage. If the MP gets too low, the player can't cast magic. The MP recovers over time so the player can constantly cast magic.
Problem
When the player attacks with magic, it only goes forward. This created a problem with being able to hit multiple enemies during a fight. As enemies spawn within the level, the battle becomes too much, forcing me to use the strongest magic in order to kill them all. The UI for the magic, health, and spells were also too big and took up too much screen space. The button configuration was too broad and required the player to use too many buttons, one for each spell.
Solution
Project Mystic - Summons
Problem
It was controlled by the player, or it was spawned at the player's current location. As a result, the player had too much to deal with and the battlefield became too challenging to handle. It was possible only to summon specific areas to make them effective.
Solution
Summons can now be spawned from shrines, which the player can summon. Each summon has a different way of fighting, which can include melee combat, ranged combat, and healing. Increasing the player's concentration on fighting allows him to focus more on the task at hand.
"If you fail to plan, your planning to fail" - Benjamin Franklin
Animations, animation notifications, and magic attack sequences were added to give the player a wider range and area damage. Magic attacks were changed depending on the magic used and special magic attacks were added depending on the number of times the player activates spells. The player UI was decreased in size and the magic UI and programming were changed to allow more button configuration for the player.
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