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The Spells (Read 14367 times)

Started by Liquid Jake, December 11, 2010, 06:42:08 pm
The Spells
New #1  December 11, 2010, 06:42:08 pm
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Hex      
Mucus Vespertilio, Bat boogers      
Aeneus, Turn opponent to bronze      
Duro, Turn opponent to stone      
Porcus Nates, Gives opponent a pig's tail      
Salvio Hexia, Temporary protection from hexes
Mutatio Skullus, Gives opponent another head
Anteoculatia, Gives opponent antlers
Clupeidae, Sardines out the nose


Curse      
Confringo, Makes opponent explode into flames (Castable at levels)   
Conjuctivitus, Blinds opponent
Expulso, Causes an explosion (Castable at levels)      
Furnunculus, Covers opponent in boils      
Densuageo, Gives opponent big teeth      
Protego Horribilus, Protection from curses (Castable at levels)      
Serpensortia, Summons a snake


Jinx      
Spiculum Morsus, Stings opponent
Impedimenta, Trips opponent      
Aurita Cerebella, Causes jelly brain      
Arcus, Shoots an arrow      
Oppugno, Makes any conjured object attack
Deprimo, Wind      
Salvio Jinxi, Protection from jinxes      


Charm      
Confundo, Causes opponent to become confused      
Aguamenti, Shoots a jet of water   (Castable at levels)   
Accio, Gets an object (your wand, if unarmed)      
Diffindo, Cuts opponent (Castable at levels)
Expelliarmus, Disarms opponent (Castable at levels)      
Immobulus, Freezes opponent (Castable at levels)
Mobiliarbus, Throws an object      
Stupefy, Push opponent back (Castable at levels)      
Avis, Conjures birds      
Wingardium Leviosa, Lifts your opponent up      
Effasmus, Conjures spider webs      
Evanesco, Turn invisible      
Appereo, Turn visible      
Protego, Protection from charms (Castable at levels)      

      

A different move for each different "level" that such spells can be cast at makes a total of 50 moves.  Plus, each character will have at least one unique spell and one unarmed attack.  If you're unarmed then that attack and Accio, to retrieve your wand, will be the only things you can do.

Four seperate movelists, one for each house.  At least, that's the plan...
Last Edit: May 09, 2015, 10:56:16 pm by Liquid Jake
Re: The Spells
#2  December 11, 2010, 07:54:13 pm
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Not to sound rude or anything, but wouldn't it be better for each character to have an entirely unique list of spells and play differently, instead of having just 4 unique playstyles and some clones? Just sayin'...
Re: The Spells
#3  December 11, 2010, 11:38:27 pm
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That's not rude, that's feedback.  Thanks.

Technically, it would be better.  But it's a kid's game, and it would be 500 different moves then.  I'll have the movelist on the pause screen, and odds are, they'll never really memorize them anyway.  But it's easier for them to play, and easier for me to make, if the moves are all the same.
Re: The Spells
#4  December 13, 2010, 01:20:19 pm
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yeah and you can even give them each a few different attributes, so that some characters hit harder, others faster, while using the same spells.
Re: The Spells
#5  December 17, 2010, 07:09:53 pm
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You should make the effects with After Effects or a similar program. Almost like DragonClaw
Re: The Spells
New #6  December 17, 2010, 09:23:31 pm
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I'm using Particle Illusion for the new spell effects, plus borrowing a few existing SNK sprites.

I like the attributes idea; I think the characters will have different damage multipliers, walking speeds, jumping height and power bar charge speeds and their individual spells (projectiles) will have different speeds and hitdef damages.  That should make everyone play just a little differently, even though they're essentially clones.

Thanks.
Last Edit: December 24, 2010, 10:07:45 pm by Liquid Jake