Modelling weapons, spells and enchantments

Hey folks, not much to report back on this week. I’m still figuring out the backend and creating models. I’ve set up the backend for how I will handle weapons, spells, and enchantments.

Weapons and spells are your two methods for attacking an adversar…


This content originally appeared on DEV Community and was authored by Dan Dahl

Hey folks, not much to report back on this week. I'm still figuring out the backend and creating models. I've set up the backend for how I will handle weapons, spells, and enchantments.

Weapons and spells are your two methods for attacking an adversary. You have two combat slots, that can either be empty (unarmed) or wielding a weapon or a spell. So you can be wielding one weapon by itself, no weapons, a single-handed weapon and a spell, or two spells. Every time you gain XP, your skill in the equipped armaments also increases.

For Enchantments, they will add an effect to a weapon or piece of armour, For example:

Envenomed Blades has a 25% chance to add 1 stack of Poison, dealing 5 Nature Damage every 2 secs, for 12 secs per stack, up to 5 stacks.

This enchantment will list the following parameters: proc_chance, stacks_applied, damage, damage_interval, duration and stack_count.

Enchantments will require runestones to imbue onto the target weapon or armour. Runestones can be collected from various sources within the game. Each runestone can affect a specific parameter, and similar to gems in Diablo 3, these runestones can be combined to be upgraded and provide higher values to the parameters when the Enchantment is cast. This action will also consume the runestones.

Next up, I'll be setting up the models for my defense systems (armour and wards) and then moving onto Alchemy (enchantments for spells).

That's it for now, cheers to anyone reading this!

Dan Dahl


This content originally appeared on DEV Community and was authored by Dan Dahl


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