It works both with VR or mouse. The better you draw the rune, the more damage spell makes and less mana it costs. Templates can be made in 2 minutes based on .png or parametrically based on primitive patterns (line, curve, angle, crossing).
**Basic Damage System **and Health/Mana System are included.
Spell types:
Arrow
Instant
Temporary
Beam (planned)
You can setup custom behavior besides a lot of standard parameters for every spell in database. Also you can assign different animation for every spell phase (Cast, Flight, Hit).
Different types of cast source and trajectory including **physics **calculation.
Tech details:
o 9 comprehensible blueprints
o Mouse 2D gesture recognition
o VR motion controller 3D gesture recognition.
o 17 spell parameters
o Example level with 6 spells
o Starter and Infinity Blade effects included (maybe)
Target platform: PC
Tested platform: PC
P.S. Feel free to contact me if you interested in this implementation or need me to create any number of custom never-seen spells of any complexity.
Well. The most complex part is done! Now you can simply assign a template texture for a spell and if you draw something similar (for ex. similarity > 0.85) from your database, appropriate spell will be chosen. The spell parameters affect the cast behavior.
That is pretty slick and I really appreciate the dual support for VR and Mouse. Hopefully, your intention is to distribute this to the community as I would like to get my hands on it (one way or another).
A Drawing System is Powerful way to interact with the Game as one symbol can mean multiple things at once. I can easily visualize using it to:
The polishing went well and I added kinda gameplay so you can play this a little bit. You can kill bots by spells or punches, banish them or explode. Pretty simple but it’s all about gesture recognition concept still)