This week I want to talk about two things. First a quick update on the progress of the project and then some details on the new Fire class.

The project is coming along really well. I’ve gotten it fully converted to the Gameplay Ability System and there are three playable classes: Fire, Lightning, and Earth. I’ve also gotten a good start on building different AI types and have basic melee, advanced melee, and basic ranged classes all working. The new Earth ultimate is a summonable Golem pet and it’s been really fun playtesting it! If you’re interested in keeping up with the progress I try to post pretty regularly in the discord and on twitter.

Now, onto the new Fire class and how it differs from the old Grimoire: Manastorm Fire class. I’ve made some small changes but because the Fire class was popular and well balanced in G:M I didn’t see any reason to do anything major.

Fire’s role is area-of-effect damage dealing with a sub-role of area denial. It excels in close to mid-range and its ability to damage multiple enemies gives potential for it to be a force multiplier in any battle. That area damage also makes it a good class for newer players since it can often be easier to deal damage that way.

The major goal for the class’s design is that it’s easy for new players to pick up and use effectively but also has an underlying depth for veteran players to master. At its base the class’s spells seem clear: shoot giant fireballs near enemies and deal damage to them. In fact, playing Fire really can be that simple.

However, there can be more to it as well. Where you aim those fireballs, the most efficient pattern to use each spell type for maximum damage, ideal ranges to use Primary vs Secondary, using the Ultimate spell to deny enemies a flanking path or prevent a flag capture, or sending the Utility spell down a long path where it explodes blocking vision, creating soft cover, and discouraging enemy movement.

Fire Spells
Note: All spell cooldowns, costs, visuals, damage, etc seen are very likely to be changed.

Primary
Quickly fling short ranged but powerful fireballs which explode either on contact or at the end of their flight path dealing area damage.

This spell is a variation on one of the alternate spells from G:M. The difference is that the new versions will have a shorter range but larger area of effect radius. They also explode not just if they hit the player but also when they reach the end of their flight path giving them a chance to deal damage to anything nearby or to even flush out an enemy hiding behind cover.

Secondary
A super chargeable fireball which explodes on contact or at the end of it’s flight path. It can be charged for a limited period of time to increase its size and damage but decrease its speed and travel distance.

A slight variation on the original base Fire secondary from G:M. In keeping with the theme of the game’s secondary spells it has a range of uses. It can either be a fast moving moderate damage projectile for hitting enemies at medium or even long range or it can be super charged to create a huge but slow moving fireball more suitable for close to medium range. Or pick a middle ground. The size, damage, and speed of the fireball is entirely up to how long the spell is charged for

Utility
A ball of lava which travels along the ground and then explodes on contact with an enemy or after a set duration. Once triggered it obscures vision and deals area of effect radial damage for a set period of time.

Another spell that is very similar to an alternate spell in G:M. The main difference is that the new version’s post explosion effect is intended to act as a visual screen in addition to dealing damage. In keeping with the game’s spell design this Utility spell will help players to fulfill their secondary role. In this case acting as a form of area denial. The major difference here is that in the original the Utility spell gave players the ability to propel themselves upwards if it was cast at their feet. This was similar to a rocket jump from Quake. While I really liked that aspect of the old spell, one of the changes I’ve made to the sequel’s combat design is that movement abilities will be more limited and primarily come from player’s movement spell selection.

Ultimate
Summon a rain of fireballs at the targeted area dealing massive radial damage.

This devastating spell is the same one found in the original. As an Ultimate spell it has the potential to completely change the outcome of a battle and any enemies unfortunate enough to be caught within it’s targeted radius can expect to lose a huge amount of their health. While it costs a lot of mana and has a long cooldown it also lasts a long time and at the very least can deny enemies access to an area while it’s in effect.

Passive

Each Fire spell deals a percentage of its damage over time to any enemies hit.

The passive was one of the bigger changes I wanted to make to Fire. The fire trailing from G:M just never felt very effective or useful. Adding a damage over time to all spells fits the overall theme of the class better and also serves as a multiplying reward for dealing damage to multiple enemies.

 

That’s it for today’s update, in future posts I’d like to go into more depth about my design goals especially those related to spell types and class roles. I also want to do similar class breakdowns like this in the future. I’m really excited about this project and happy with the progress that has been made. We are getting closer and closer to the first Alpha and I can’t wait to see what you all think of it so far!

-Brent
June 28, 2020