"Magicka" for the Nintendo 64
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- เผยแพร่เมื่อ 17 พ.ย. 2024
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I show you how the magic system for my original Nintendo 64 game will work.
Patreon: / jameslambert
Video game art done by Pyroxene: x.com/pyrox3ne
You should add a conditional symbol in addition to the recast one, so we can start figuring how to make your magic system turing complete! 😆
you'd need a way to do loops for that too
@@thezipcreator that's what the recast symbol does!
I can't keep subscribing James, I'm as subscribed as physically possible
If you use all symbols at once, you get Captain Planet!
Seriously, though, that’d be an awesome easter egg!
Maybe make it based on the layers of earth too! Fire (core), earth (crust), water (soil/sea) and life = Planet spell
This reminds me of Noita’s wand building mechanic. Its really like a programming language and you can do some crazy stuff with it. Theres even conditional spells that i never personally figured out.
Or maybe Transistor function()s, depending on how developed (how many, how many combinations) the system is.
The magic system kinda feels like it could be a mix between Gunstar Heroes, and Treasure of the Rudras.
The VR magic system might be really fun for a Paper's Please style of wizard desk job or something, less intense action and more a game that intentionally becomes a chaotic struggle to manage.
Your recast symbol could be a time symbol, then “life + time” could be the equivalent of “death”
And it kills you instantly
Very cute gameplay idea. Also, it's impressive how N64 graphics with no AA manage to replicate the specific look and feel of polygonal NDS games.
I appreciate that the microphone is not even plugged in.
and is disassembled by the end. was hoping he'd just start holding a banana instead as it progressed.
Came here to make this comment, I like how it got progressively less "microphone-y" lol
A few things I learned from watching the video.
1. Wow the mic quality is the same, regardless of where the mic is... you are holding an unconnected mid upside down... you bastard! :D
2. I think you just figured out how to make an actualy good VR naruto game, with the gestures/grip/finger positions...
There's a great game which uses glyph drawing for magic system called "Arx Fatalis"
Somebody also made a minecraft mod called Ars Magicka which has similar mechanics.
I love Arx Fatalis.
I am a fan of your microphone slowly sloughing parts the entire time... Huge fan of modern N64 development my friend. Super enjoying this :)
Lames Jambert can't figure out how he wants to hold the microphone. 😂 Game looks like fun!
This is so cool! I really like the spells mixing idea and even thou, I'm sure some other game exists with that already, the idea most be rare enough because, I don't recall any games using that spell system.
Btw that drawing symbols in the air idea, can be fun, it was the entire spell system of Arx. :)
The bright blue bar would probably burn my eyes staring at a CRTV lol. Definitely curious to see where HUD design will go. Would absolutely play this in its current state just for the fun of it lol
Haven't heard of Magika either, but Lost Magic on the DS did the symbol thing too! Can't wait for your game!!
Your 3D symbol drawing game reminds me of the magic system in Arx Fatalis - great game where the magic feels cumbersome at first and intuitive once you get used to it
This project is really cool, and I'll definitely be following progress on it! Another game that this system brings to mind is Kirby 64, where you can combine power-ups of Bomb, Burn, Cutter, Ice, Needle, Spark, and Stone with each other and even themselves to amplify the single-element effects.
Yes, James Lambert! Do post all videos you can about and regarding this scripting language, we will love to see those, bring them please!
Yesss you’re the few TH-camrs I have the bell on for. Love your videos thanks for making them. It’s clear you have a lot of passion and tonnnn of skill!
oooo thanks for reminding me
I'd love to hear more about the assets and animations for each spell/element and how they were designed/programmed. They're gorgeous for a game that is at this stage of its life.
Incredible work. I wish I could do software on the n64 as easily as I can do hardware lol
the 3d environment looks so pretty, the super saturated cartoony colors kind of remind me of a lot of 3ds games which i like
i'm so excited for this james!!!! thanks for keeping us up to date with your game and other dev endeavours, everything you make is so awesome!!!
The reasoning for Ice is brilliant. Love the logical deduction on that one.
I know you're looking to simplify, but I jumped to changing fire/ice to an increase/decrease plus a temperature. The increase/decrease runes could have interesting interactions with the rest of the spells.
Looks good so far though!
I really enjoy the Ideas you've put forth, very excited for more!
The magic system you're explaining feels exactly like how wands work in Noita. You make your own spells by combining base components and try to find good combos for really powerful effects. Noita's charm is that it does not hold back from letting you absolutely destroy the game balance. I highly recommend it. They use a systemic approach kinda like what you've shown here.
Fun idea: Life+Rock should let you make a totem that can be dropped on the ground and it can cast magic. Maybe totems are target-able by enemies, so when they break it, the totem casts a spell.
Also VR spell casting isn't necessarily dead! Instead of drawing symbols. Make the player strike POSES to select elements. RUMBLE VR uses poses.
- Striking a pose is fast, and people can practice them to get really good at casting.
- Every element would have a simple easy pose. (maybe pick something people know already and doesn't suck to do sitting down in VR, think the macarena dance or Howard the Alien meme)
--poses could be one-handed or two-handed. rare element poses can be harder to strike.
- Casting a good fireball means the player doing 4 poses: air -> fire -> earth -> fire
- then maybe have a pose to cast whatever symbols you have queued up. (hands on hips like the end of the macarena)
- It's Easy to reward players for precise execution and/or speed. Make spells last longer or stronger.
this idea sounds lovely. Kind of reminds me of the magic system of "mages of mystralia", which is a great system!
This is so cool. It's so exciting to see your creative process!
This looks great so far, keep up the good work! I'm looking forward to the devlogs and progress on this!
The idea of drawing spells is very promising. Perhaps what it needs is to be condenced down into solving ipad pannel puzzles on a deserted island.
i've always dreamed of a game like this, i'm so looking forward to it
This is actually an awesome magic system, I always love those! I can't wait to see more of it!
I'm also very interested in that scripting language, doing overkill programming like that is fun lol
This magic system sounds awesome! It's the perfect system that lets player create what they need.
I'm really happy you started this new project! Please enjoy the process, don't worry that much about being consistent with the videos, keep it fun for you 🤓😋
Magician's Quest for the DS has a similar magic combination system where you'd go to a school and learn spell combinations. Knowledge based progression is the best!
As a magicka fan, im super down for this! Good work so far!
Maybe there's some sort of trade-off. Like Fire spell is a short low-damage spell, but it can be held continuously, and Wind Fire is stronger and longer, but is a quick burst of fire?
I also love the idea of a complicated interaction system like mtg where you can make complex combos!
I love seeing your thinking at this early stage. Can’t wait to see more.
loved the bit with the mic James. I got a good chuckle!
This looks and sounds great! Following with great interest ❤
I really like the idea of like, EA Skate "Flickit" controls. Several years ago when the Skate series seemed entirely dead (and the sucessors like Skater XL and Session were not really a thing yet) I was screwing around with a similar system in Unity and gave up on it after realizing how difficult it was and how bad at coding I was/am.
I ended up taking the basic foundation and using it for ball throwing mechanics in a bowling game. I don't remember exactly how it worked, but it felt surprisingly decent when played on phones to control throw speed, spin, and release. I took specific inspiration from the Nintendo DS version of EA Skate (Skate it).
This is really amazing, James. Love your work, man, keep it up! Can't wait to see more 😁
Earth, Wind & Fire = Boogie Wonderland
This game idea is genius and I really hope this project gets completed!!
Looking forward to seeing more progress on this.
On the shield spells, I'd recommend making the shield always have the reaction effect when struck, but have an amplified effect if you manage to get that quick block in like you mentioned wanting to reward players for.
I'll consider trying this out. I may make it so different elements have different effects for shields. It may be that some shield types have slightly different parry behavior
Looks great, good luck with your new project.
@7:18-.-They could just be like plants, but rocky.
This looks very interesting. For the Life element, maybe have green particle sparkles with a few green leaf sprites?
Gosh it looks so beautiful!
that vr magic system would be really cool in a massive fantasy mmorpg, where you actually have to seek out the knowledge to be a master wizard, vs other skills where you just fight and find loot to level up. I obviously know its impossible to make a game of that scale on your own, I just pointing out how cool it is as a concept
This is a super cool idea! Really unique. I like it!
an easy way to make a progression system is to make the "wizard" learn how to make longer spells over time, so at first maybe it can only be 4 symbols long, then 6, 8, etc. these can be unlocked through levels, shrines, etc. whatever in word / mechanic based solution you need. But it'd allow the player to want to keep playing to become more powerful and see what spells can be made next.
I played a ton of magicka 1 with my friend. It gets really hard and you have to learn all the protective wards and stuff. It was very fun.
When you mentioned ice being more practical than water, it occurred to me that a better way to frame what the magic is doing is manipulating the scale of something, rather than being an element itself -- i.e. fire and ice magic are just both ends of "manipulating temperature" and that wind is an increment of kinetic energy. "Earth" is manipulating solidity, which would also unlock the opposite of solidifying -- evaporating. This idea of manipulating scales would allow for a magic modifier that inverts the outcome of a spell. This may be useful in gating the gameplay so that spell capability is unlocked as you go.
Dude, the model work is incredible. I'd love to see some of the tricks/techniques used to create the looks.
This looks like it will be a lot of fun to play!
that is a innovatory way of holding a mick
I love how you just keep going - very curious what this will turn into ;)
This is definitely Transistor's spell building system
4:23 It could be a fire tackle (so a dash, but does damage and protects you). Like the ability in the Kirby games.
Adding Life to the other elements could create a “spirit summon”.
Imagine chaining Life -> Wind -> fire ->.life-> earth -> Fire, and it summons a turret with 2 flame rock attacks before terminating.
Sorry just getting to the end and you mentioned recast. Wow. The delay mechanic can let players cast a bunch of buffs and then go crazy
Congrats on the progress!
Feels a lot like Lostmagic for the DS, love it
Cool vid. It might look good when using fire that your turn speed is reduced. Also for the wind fire on rock I could see a slight rocket exhaust look could be a more asethic diffrence.
The start vr symbol drawing suprised me a lot due to one of my favorite Minecraft mod is about drawing a significant amount of symbols on a traigonal based grid to code spells:"Hexcasting", Notably it has a really cool VR addon mod which kinda resembles that.
Its gets lots more into direct vector math, iterating with lists, & slightly creepy lore. & less projectiles.
This looks really sick! The genre the N64 was lacking most of its life was a good RPG, this looks like it will be a great rps game for the system.
Your game idea seems really interesting. I would love to try it.
sounds like noita's wand symbol system. elemental pets. sounds like a puzzle game, with combat.
reminds me a little bit of witch hat atelier's magic system, looking forward to seeing more of this !
You’re so awesome love the n64 content
7:18 To answer your concerns about living rocks; The rocks explode on impact so you don't have to worry about it!
Stoked. Keep at it.
Its fantastic to see how this project is build. Thankyou! If you would need some gfx help, let me know ;)
An “inverse” symbol might be cool. On its own it might do something like take nearby spells and ‘invert’ them, whatever that means-return them to magica? Reverse their effects? Turn them around? Those all seem like combos. Inverse + life, life + Inverse, and fire + Inverse, respectively-but eh
You should have a feature where you can quick select spells you've made.
Ice + Fire + Earth + Life = Golem?
The idea is, that Ice and fire make water, which mixed with earth makes clay, that is animated by life.
It might not be alive, but by moving, it could be used as a decoy or a distraction. Adding air / wind at the end might even make it walk forward, so puzzles and combat encounters could be built around that.
PS: The microphone joke was very funny. 😁
What about symbols for "self" and "other"? Or "inner" and "outer"? I feel like something like that could add a lot of complexity
Absolute legend
I think a reverse spell would be useful. I’m not 100% sure what effect it could have on all of the spells, but certainly reversing life could make a drain life ability, and a reverse jump could make a slam ability, things like that.
That was the plan originally. My worry was that it made things too complicated for some simple spells. Maybe it was the right choice but I am really liking the idea of having only 5 main symbols that do most everything so you can do a quick cast using the c and b buttons. I may try to work in some of those same spell effects using the same 5 spells.
i imagine it works like bomberman bombs, as you progress you can get an item that lets you put another character on the magic system
It looks very good!
I think as far as inputting the symbols, taking some inspiration from the ocarinas in ocarina of time would be pretty cool, & quite a bit faster than a selection menu.
I like this idea. I was thinking of having a spell menu where you can create custom spells that can be assigned to a slot if you have a favorite spell, but I was thinking that you could also just also cast spells using c buttons and b where each button maps to a rune so you can quickly type out spells in realtime
Growth and Shink. If you shrink the air trail, your character just farts. Growth for big boulders.
Regarding the spell discovery and combination system you could either do something ala Eternal Darkness on GC or closer to Magicka. In Eternal Darkness there's a menu tracking scrolls you have found for known spell combinations as well as the ones you came up on your own. Also the game's pacing limits how many symbols you can chain as you progress in the story (first 3 then 5 then 7). Lastly you find symbols as the game progresses. Magicka is different as in they give you everything from the start (IIRC, could be wrong) and then you have to find special spells that are combinations of symbols in a given order and have a unique effect either by trial and error (with a lot bad combinations hurting/killing you) or finding scrolls as collectibles (again IIRC it's been years). Oh and Eternal Darkness balances the spell system by giving the bigger spells a longer casting time and drawing more mana. That's good because otherwise you'd spam the stronger spells all the time, just like in Magicka. But that game's draw is to be able to chain symbols very quickly on keyboard and create synergies between different spells, the aspect of coop multiplayer that has always on friendly fire enforces that.
Any way that was just my 2 cents. I'm really curious about your project. I loved Portal64, I love your videos, you're really good at what you do and your content really shows
I think you shouldn't fear to draw inspirations from these games. Even Magicka is quite old at this point so who cares if you end up doing something somewhat similar.
Juste have fun making your game man. Cheers!
I don't know how you plan to implement it in the final version, but having the spells work as a combo of button presses, a la morrtal kombat is tested to be fun, maybe flash the symbol each button represent somewhere on the screen as they are pressed to trigger muscle memory. Have a button that enables/disaables magic casting so that the same buttons can be used for something else when not casting magic. my2s
Im super pumped for this 😁
Damn, it looks awesome
With the non-filtered textures, and the amount of textures, this looks more like a PS1 game. Without all the warping.
THE LEGEND
A scripting language is a great idea. You can make it easier to mod the game should you port it to PC. As for the elements, I always thought of them as 5 elements. Earth, water, fire, air and lightning or electricity in the modern vernacular. If you combine air and water you get ice. You could have another combination to get smoke to hide in, or have a fluffy cloud of fog, which might be harder to achieve than smoke and hide you more covertly. If you incorporated a mining mechanic to dig up ingredients for potions then you could use earth in some crafty ways. As far as life, I figure lightning could account for that. Sort of like having your own built-in defibrillators. Combining it with other elements could allow healing particular types of damage.
7:25 There used to be robots before Christ. They would wind twine around a wheel axle and could use pegs to change directions. The strings are pulled by a weight and thus run the program they were wound to perform.
I love this so much!!! I love the programming way the magic system is working its so good
I do have a question: I'm sure you've already considered it, but I'm curious what your thoughts on including a self-targeting rune (Self? Soul?) It might increase complexity (having to do self-wind instead of just wind) but I feel like it might provide more interactions. I dunno! You know more than me, so im curious about your thoughts
The magic system sounds similar to something I had in mind a couple decades ago, but despite making games now, I've always just felt it would be too complex for anything but an RPG (which I don't feel like making) still using all the rest of the lore though
at the risk of additional complexity, death/darkness/bane could be an additional element to add to round out the 4 elements + life that you currently have.
That would make a good 6th rune. If I add it, I would probably only do so after I get the current symols working well together
I'm thinking the recast symbol could be cut and implemented by writing the same symbol twice but that might make it harder for you to implement the spell language lexer.
I think this is a good idea. I may just have life life be that replacement
It would be cool to project life into environment object, like Scribblenauts. Or bring back dead enemies to fight for you.
Nice visual graphics design. It may need more development for the character animation. For me, I've been puzzling my mind is how far the N64 graphics can reach. Was wondering if it could use glow effects without image texture. Make like small fog area point walking into the shadow. Or make the ray of light a better effect without sharp polygon edges
I strongly feel that Goo should be a fundamental element.
You could use the life spell to grow planst, which then act as platform!
James looks like he's always staring into a bright light and has to squint to see anything at all. What a tortured existence that must be.