cubes with a central one neighbouring 26 other cubes or pentagonal dodecahedrons of 13 per set having a central one neighbouring another 12.
Your choice. <img src="/ubbthreads/images/graemlins/wave.gif" alt="" />
I believe everything you said. If a next Larian game was to be 3D so much the better. But i do like 2D maps. And if they make such a game and do somethin g with my idea then the simpler the better, agreed? So I don't mind much. But squares seem limited. And stop signs connect really cool. Sucking up mana from the land becomes omnidirectional, not patterned into 4 directions. That is all.
Of course any programmer would prefer squares and cubes while any religious writer of magic fantasy stories would prefer the 7 hexagons hinting at creating the universe in 7 days or the 13 pentagonal dodecahedrons hinting at the 12 disciples around Jesus, and the bad luck number 13 superstition and the 12 hours scheme.
Yes, that is why I liked the pentagram idea but it maynot be feasible. Not because of any limitation. I don't see a problem if there are regular spots with no magic if you can't combine pentagram shaped pieces of land. To me the fact that land holds mana is part of the fundamental principles of magic if you like. Magical energy in the land is patterned. Why and how? Tjhat is just in the story of the game if it is necassary. Just a Law of Magic. It makes no difference it is just the argumentation.
I also have a reservation concerning clicking on the ground because the left click is reserved for moving your avatar or selecting an item by a clever cursor. Similarly, the right click is usually reserved for attack and manipulating objects, which means that we have no choice but to use the right click and consider every tile in the game to be an object. So how can we click on a terrain tile under an object?
Of course. What I was saying is that you use a spell to get Mana Vision. Like clicking on the repair spell icon and then on an item to be repaired. Or same as the Wizards Eye where you select and then target a dark area and it becomes visible.
Another trick is if you could zoom out on the land. Using scroll wheels on the mouse. When you zoom out the view changes to the mana layout view where you can see the shades reprresenting kinds of mana and their intensities per area.
Another issue is that manna regeneration and health regeneration had already been implemented using manna and health shrines in many games and the consensus seems to be using three colours namely, blue for manna, red for health or life and purple for a mix of both.
In all those games including Divine Divinity’s urns of manna and health in dungeons and in the hall of the seven races, those manna and health regeneration sources themselves regenerate after a while and they may be used again.
So the idea of attributing such qualities to land tiles is not really a new idea and it was taken further into a more decorative aspect.
I disagree. Using my system magic becomes more complex yet realstic. What you are talking about is mana pools in various places that regenerate for some mysterious reason. My system explain why. Such a pool is a magical structure that has an inate ability to gather mana from the land around it and present it to those wo cannot tap into it directly using their arcane skills. A quick fix or tank station along the way so to say.
My system brings magic where it belongs. it gives it a source which is nature. Now mind you that in another game it could be found in other things. But that is all in the argumentation, the storyline and the world you create as a game developper.
But yes, if I have 4 magical energies we need 4 colours. Is that a problem? White or silver for spirit and blue for mana in general. But wyhen the game interface shows individual mana types you see 4 cool colors. Earth could be brown, water cyan, air is yellow and fire is red. Or use purple for spirit and white for water or whatever.
The purpose is of course as I said, that being a mage is more rewarding and specific. You gain exp per color so to say. And so you ca become a true water Wizard. It would mean you close off subquests and that means that the main quest must still be able to be followed so you need multiple entrance possibilities for the quest. meaning if you need to solve a puzzle in a labyrinth you should as a player have the choice to solve it using water or fire depending on the circumstances. So less linearity.