I’m currently developing a multiplayer spell-casting shooter, tentatively called Mage’s Acension. Here’s a short clip of me testing out the LOD for grass and lighting for some of the more basic spells: https://www.youtube.com/watch?v=M4PtNyP2CEU&list=UUhre9Y6JyPZie8VXnS3rzTg
Some forewarning: a lot of unreal placeholder art that will be phased out in time, though currently quite a few assets were modeled by my novice hands. Only one guy working on the project - no reason to stop actual development to reinvent the wheel just yet!
The premise is fairly straight forward: you kill other spell-casters. In deathmatch, your main objective is to kill/maim/destroy other Mage’s in your attempt to rise to power. There are several NPC’s spawned in addition to the players, which potentially spawn items once defeated - spiders that give web spells, or the ability to wall hang, a ghost knight that wanders through the old grove who upon death bestows a ghastly floating blade - essentially NPC’s that give flavor to the map, as well as providing secondary objectives for players.
In addition to that, gold and mana can be obtained by killing other spell-casters, and can be used at the travelling merchant for instantaneous, though over priced and under-powered abilities and spells.
In team deathmatch, you and four of your friends face off against an opposing team of Mages, vying for the destruction of the oppositions mana conduit. No mana conduit = no mana, and no mana in a spell-casting game is a bad thing.
As things progress I’ll update this thread.