I am working on a spell casting system that is intended for the marketplace, and I wanted to get peoples opinions on what they want the system to do.
At the moment my spell system consists of:
Spell Inventory within MyCharacter blueprint
Spell Base class
Spells are based on the Spell Base class and each spell is a flying projectile which has:
lifespan (how long does it fly for before it dissapears)
and spell type (at the moment healing or damage)
Mesh component (to represent the projectile)
Particle Effects Component (also to represent the projectile. so for example the mesh could be ball of fire, and the particle could be smoke)
Collision Sphere(the sphere to handle the spell collision detection)
Sound Effect(starts playing when casting starts and plays until the spell ‘dies’ (collides or its lifespan reaches 0)
Collision Particle Effect
Collision Sound Effect
Player can select active spell using mouse wheel and cast a spell using left click.
I plan on making two separate systems… one for top down view and one for first/third person.
there will be videos coming up soon.
let me know what you think, what would you like to see and so on.