Boy oh boy the progress has come like crazy this past week! Work has kept me super busy but I just can't help working on this stuff late into the night (hence the 2:30 AM post...) But I am super excited about the progress I've had! I'm at the point where I want to start funneling the game into an actual level, and hopefully even story line soon. So here's what has come as a product of that plan:
As I thought about somewhat of a story line, I realized that there would need to be a progression in the spells. It wouldn't be all that fun if you automatically started the game out with your amazing flame jet-pack spell, so I started thinking of what a base spell might be. I've been leaning a lot more towards using the idea of "Lore" as the core magic of this world, so I came up with the idea of Lorecasting.
Basically it will be a fairly simple magic that is pure green (like the little lore wisps that float around after you kill stuff), and the basic spell is just a shorter range, inaccurate ability to get you going. It actually ended up being really pretty looking, so I'm already getting the urge to go beautify the other spells. But I won't get carried away with that just yet :D
I'm not sure if you can hear the sound, but I just have it using the fireball's sound now, so definitely expect a better, more lore-sounding one soon. Anyways, actually playing and fighting with this spell does just what I want it to. The limited range really limits what it lets you do, and you end up getting hurt quite a bit more than with the other long range spells.
Next big step I made was learning how to do text boxes! Luckily there's a youTuber who does plenty of Game Maker tutorials and had one that fit my needs really well. I haven't implemented a sound or anything yet, but I think the simple idea of having text boxes is really going to open my options up fast. This added feature quickly made me add in an experimental scenario where I made a basic little quest to test the behavior out. Here's a clip of my first ever quest, and I must say I was ecstatic when this actually worked.
Little bit of background on this video: if you notice, another feature I added is now the casting of different spells can be turned on or off. Going back to what I was saying before, I want the game to have progression, and up until now I had just been adding spells without any regulation. In the video, you might be able to hear me clicking the spell-change key, with no effect. Luckily I've made it so that the spell availability is dependent on a variable, so now I can change which spells are "unlocked"! This was actually more involved than I thought, because not only did I have to turn off the actual spell, but I also had to prevent the animation from happening, the element symbol from changing, it was quite the project. The clip just shows a little bit about how the locking/unlocking might work, and I'm really happy with how it's going.
So, next on my list of things to do is flesh out an actual level! I'll probably try adding in a save function as well, and just make this into the very beginning stages of what this game might actually be eventually! I've got tons to do on it, and am just so glad it's summer where I can work on this more. Hope to post again soon!