Spellmaker - A spell creating system and in-game spell editor

Hi guys!

So I finally thought I’d make my sorry *** useful and started working on something that I’ve desired in games for a very, very long time. Last time it was done well (in my opinion), was in 1996, for the game Daggerfall. I am talking about a custom spell-making system that would enable users/players to hand-craft the spells that they would like to cast themselves, instead of working through an usually underwhelming set of preset spells. If I use the name “Spellmaker” then I’ll probably get sued to hell and back again by Bethesda >_>

I’ve laid down the basics and thought that it’s high time I show off my work. No fancy visuals, just free assets from the Marketplace and the UE4 starter stuff.

What I currently have:

IMPLEMENTED FULLY IN BLUEPRINTS!

-3 different casting types
–Instant (click-and-go)
–Charge Up (click down for a time and let go to unleash the spell)
–Channeling (holding down the casting key will keep repeating the spell)

-2 projectile types
–Regular projectile with settings for starting and maximum speed, and also gravity factor (“weight”). Can also choose whether the projectile bounces or gets destroyed on first impact.
–Beam projectile with instant travel

-Spell parameters
–Damage
–Range (to which the projectile/beam will travel)
–Charge Up Time (for Charge Up and Channeling casting types)
–Cooldown Time
–Sounds
–Whether the spell could be casted before full charge (Charge Up)

-Basic damage/death handling

-An in-game Spell Editor to modify all aforementioned aspects (complete with preview of projectile)

-Last but not least - fully replicated and Multiplayer-ready

What’s planned?

So far:
-Additional casting/targeting types (Area of Effect, Area Around Caster, Self)
-Animation flow for casting start, casting end, channeling
-More parameters for spells themselves (e.g. damage type, spell “school”, radial damage)
-More projectile parameters (e.g. homing function, multiple projectiles per cast)
-Physics (e.g. adding impulse, knockdown)
-Basic manipulation of spell visuals such as colour and scale through the in-game Editor
-Extending the system for more templates, such as Top-Down and maybe even Vehicle?
-Mana cost calculation with freely editable formulas
-Items that cast spells such as scrolls, potions, wands

For this little project, I am aiming for a Marketplace release. I have not yet decided whether I will release it for free (for the greater good!) or for a reasonable (according to the utility of the system and time put into it) price.

I’d like to get all of your feedback, about what you’d expect from such a system and what its capabilities should be.
Think I missed something on my to-do list? Post away. Think it sucks? Tell me how to make it better. Think it’s awesome? Still tell me how to make it better :slight_smile:

Looking forward to your replies.

Oh, and I made a bunch of (6mb) gifs for your viewing pleasure!

Changing projectile type
http://i.imgur.com/sxawQc1.gif

Projectile parameters
http://i.imgur.com/c1WfTfF.gif

Spell parameters
http://i.imgur.com/ke2YnhA.gif

MULTIPLAYER MAYHEM (just kidding it’s just me with 2 local multiplayer instances)
http://i.imgur.com/IyWhKZl.gif

If there is demand I could also make a video which is probably less annoying to watch :slight_smile:

Did u exer complete this project? Im currently work8ng on making a similar project, but im planning on useing nodes at add effects/modify.