"Magicka" for the Nintendo 64
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- Опубликовано: 30 сен 2024
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I show you how the magic system for my original Nintendo 64 game will work.
Patreon: / jameslambert
Video game art done by Pyroxene: x.com/pyrox3ne
If you use all symbols at once, you get Captain Planet!
Seriously, though, that’d be an awesome easter egg!
Maybe make it based on the layers of earth too! Fire (core), earth (crust), water (soil/sea) and life = Planet spell
You should add a conditional symbol in addition to the recast one, so we can start figuring how to make your magic system turing complete! 😆
This reminds me of Noita’s wand building mechanic. Its really like a programming language and you can do some crazy stuff with it. Theres even conditional spells that i never personally figured out.
Or maybe Transistor function()s, depending on how developed (how many, how many combinations) the system is.
The magic system kinda feels like it could be a mix between Gunstar Heroes, and Treasure of the Rudras.
I appreciate that the microphone is not even plugged in.
and is disassembled by the end. was hoping he'd just start holding a banana instead as it progressed.
Came here to make this comment, I like how it got progressively less "microphone-y" lol
Very cute gameplay idea. Also, it's impressive how N64 graphics with no AA manage to replicate the specific look and feel of polygonal NDS games.
Lames Jambert can't figure out how he wants to hold the microphone. 😂 Game looks like fun!
Your recast symbol could be a time symbol, then “life + time” could be the equivalent of “death”
And it kills you instantly
The VR magic system might be really fun for a Paper's Please style of wizard desk job or something, less intense action and more a game that intentionally becomes a chaotic struggle to manage.
I know you're looking to simplify, but I jumped to changing fire/ice to an increase/decrease plus a temperature. The increase/decrease runes could have interesting interactions with the rest of the spells.
Looks good so far though!
Incredible work. I wish I could do software on the n64 as easily as I can do hardware lol
Yesss you’re the few RUclipsrs I have the bell on for. Love your videos thanks for making them. It’s clear you have a lot of passion and tonnnn of skill!
oooo thanks for reminding me
A few things I learned from watching the video.
1. Wow the mic quality is the same, regardless of where the mic is... you are holding an unconnected mid upside down... you bastard! :D
2. I think you just figured out how to make an actualy good VR naruto game, with the gestures/grip/finger positions...
an easy way to make a progression system is to make the "wizard" learn how to make longer spells over time, so at first maybe it can only be 4 symbols long, then 6, 8, etc. these can be unlocked through levels, shrines, etc. whatever in word / mechanic based solution you need. But it'd allow the player to want to keep playing to become more powerful and see what spells can be made next.
There's a great game which uses glyph drawing for magic system called "Arx Fatalis"
I can't keep subscribing James, I'm as subscribed as physically possible
i was hoping by the end of this video you would have given up on even pretending to hold the microphone and just started holding a banana instead.
This looks very interesting. For the Life element, maybe have green particle sparkles with a few green leaf sprites?
@7:18-.-They could just be like plants, but rocky.
I was hoping you would eventually be holding something else to replace the mic, like a banana
What about symbols for "self" and "other"? Or "inner" and "outer"? I feel like something like that could add a lot of complexity
Hey James, do you plan on releasing an Engine Tool set that allows us to make n64 Games easier like GB Studios after you finish this game? cause I'd love to make a Demake of a game I'm working on, it's just trying to hard code from C for a Artist first guy is a bit daunting...
The project is currently open source. I will probably keep the engine open even if the specific assets for my game aren't
@@james.lambert Interesting! Got to take a look into that repo.
How do you make all the combinations? Surely they're not hardcoded right?
Where did you get your T-shirt, James?
Amazon
I'm thinking the recast symbol could be cut and implemented by writing the same symbol twice but that might make it harder for you to implement the spell language lexer.
I think this is a good idea. I may just have life life be that replacement
Your game idea seems really interesting. I would love to try it.
Noita, but 3D and for the N64. Nice
You should have a feature where you can quick select spells you've made.
Keep living the dream James. At least one of us can.
Every day is a new beginning, friend.
This is definitely Transistor's spell building system
that is a innovatory way of holding a mick
i'm so excited for this james!!!! thanks for keeping us up to date with your game and other dev endeavours, everything you make is so awesome!!!
I'd like to see a video about how you set up the collision. I've been working on an FPS, and I had issues with the player going through walls when traveling about about mach 0.5, and floors when going transonic. So I ended up making all projectiles moving raycast objects (I'm using the Godot engine), that point towards their next position.
This is really amazing, James. Love your work, man, keep it up! Can't wait to see more 😁
The most confusing part about this video is the microphone. Are you just holding it for fun or something? It clearly isn't recording what you're saying.
Adding Life to the other elements could create a “spirit summon”.
Imagine chaining Life -> Wind -> fire ->.life-> earth -> Fire, and it summons a turret with 2 flame rock attacks before terminating.
This actually reminds me of the magic system from LostMagic, a Nintendo DS game from 2006, here's a random video I found demonstrating combining different elemental symbols to perform attacks. ruclips.net/video/C9sIUDDXpxA/видео.html
Overall, a very cool idea and I hope you continue developing it. It would be cool if the symbols were bound to the different C buttons, so for example, press Up C opens all the Fire symbols, Right C is all the Ice, etc etc. It would be a lot faster to "type" if it was essentially menus with four options, like selecting an attack from Pokemon Stadium. You then could hide a secret spell in the game through arrow directions or something.
Maybe there's some sort of trade-off. Like Fire spell is a short low-damage spell, but it can be held continuously, and Wind Fire is stronger and longer, but is a quick burst of fire?
I also love the idea of a complicated interaction system like mtg where you can make complex combos!
Ice + Fire + Earth + Life = Golem?
The idea is, that Ice and fire make water, which mixed with earth makes clay, that is animated by life.
It might not be alive, but by moving, it could be used as a decoy or a distraction. Adding air / wind at the end might even make it walk forward, so puzzles and combat encounters could be built around that.
PS: The microphone joke was very funny. 😁
that vr magic system would be really cool in a massive fantasy mmorpg, where you actually have to seek out the knowledge to be a master wizard, vs other skills where you just fight and find loot to level up. I obviously know its impossible to make a game of that scale on your own, I just pointing out how cool it is as a concept
Reminds me of Robotrek which has a crazy system of building characters and actions, some very broken
Nice visual graphics design. It may need more development for the character animation. For me, I've been puzzling my mind is how far the N64 graphics can reach. Was wondering if it could use glow effects without image texture. Make like small fog area point walking into the shadow. Or make the ray of light a better effect without sharp polygon edges
An “inverse” symbol might be cool. On its own it might do something like take nearby spells and ‘invert’ them, whatever that means-return them to magica? Reverse their effects? Turn them around? Those all seem like combos. Inverse + life, life + Inverse, and fire + Inverse, respectively-but eh
I really like the idea of like, EA Skate "Flickit" controls. Several years ago when the Skate series seemed entirely dead (and the sucessors like Skater XL and Session were not really a thing yet) I was screwing around with a similar system in Unity and gave up on it after realizing how difficult it was and how bad at coding I was/am.
I ended up taking the basic foundation and using it for ball throwing mechanics in a bowling game. I don't remember exactly how it worked, but it felt surprisingly decent when played on phones to control throw speed, spin, and release. I took specific inspiration from the Nintendo DS version of EA Skate (Skate it).
I love this so much!!! I love the programming way the magic system is working its so good
I do have a question: I'm sure you've already considered it, but I'm curious what your thoughts on including a self-targeting rune (Self? Soul?) It might increase complexity (having to do self-wind instead of just wind) but I feel like it might provide more interactions. I dunno! You know more than me, so im curious about your thoughts
Cool vid. It might look good when using fire that your turn speed is reduced. Also for the wind fire on rock I could see a slight rocket exhaust look could be a more asethic diffrence.
The start vr symbol drawing suprised me a lot due to one of my favorite Minecraft mod is about drawing a significant amount of symbols on a traigonal based grid to code spells:"Hexcasting", Notably it has a really cool VR addon mod which kinda resembles that.
Its gets lots more into direct vector math, iterating with lists, & slightly creepy lore. & less projectiles.
Magic spelling with drawing letters sound like arx fatalis (arx libertatis is the opensource version of it).
Obviously you're making a game about programming spells ;p
Looks really interesting!
I wonder how approachable it will be for non-programmers, but on second thought I think that there's enough of the nerds (at least 70 thousand!) that it's ok to stay in that niche
If it were me trying to do it, I'd try not to limit the player combined with trying to have a shatter system. I'd picture someone creating a cluster bomb, but then someone would make it go exponential and crash the system. If you make things linear you can have them do an unlimited amount of wacky shit and it'll be fun to see what you do with it
I'm really happy you started this new project! Please enjoy the process, don't worry that much about being consistent with the videos, keep it fun for you 🤓😋
Have you played Arx Fatalis? Had a symbol drawing system sorta like the VR one
This is so cool! I really like the spells mixing idea and even thou, I'm sure some other game exists with that already, the idea most be rare enough because, I don't recall any games using that spell system.
Btw that drawing symbols in the air idea, can be fun, it was the entire spell system of Arx. :)
When you mentioned ice being more practical than water, it occurred to me that a better way to frame what the magic is doing is manipulating the scale of something, rather than being an element itself -- i.e. fire and ice magic are just both ends of "manipulating temperature" and that wind is an increment of kinetic energy. "Earth" is manipulating solidity, which would also unlock the opposite of solidifying -- evaporating. This idea of manipulating scales would allow for a magic modifier that inverts the outcome of a spell. This may be useful in gating the gameplay so that spell capability is unlocked as you go.
Slime Heroes have something similar, but with modifiers on weapons. Like Hurricane + Comet creates spinning projectiles.
Iron pineapple reviewed it in their latest video, ruclips.net/video/crT8t4e16ME/видео.html
The bright blue bar would probably burn my eyes staring at a CRTV lol. Definitely curious to see where HUD design will go. Would absolutely play this in its current state just for the fun of it lol
The magic system sounds similar to something I had in mind a couple decades ago, but despite making games now, I've always just felt it would be too complex for anything but an RPG (which I don't feel like making) still using all the rest of the lore though
Your earth mechanics create an inconsistency that could be very confusing for players. If you cast frost or fire on their own, you shoot them out, but if you cast air or earth on their own you cast them on yourself, but if you cast earth anywhere in your spell, it overrides and becomes the terminus, but it doesn't cast upon yourself like pure earth would. So the terminus of a multispell doesn't match the properties of what the pure spell would do, but only for earth.
With the non-filtered textures, and the amount of textures, this looks more like a PS1 game. Without all the warping.
It would be cool to project life into environment object, like Scribblenauts. Or bring back dead enemies to fight for you.
the 3d environment looks so pretty, the super saturated cartoony colors kind of remind me of a lot of 3ds games which i like
Make the life rocks scream in agony and question its existence like Michael Reeves' Roomba that swears when it bumps into things?
Why don't they ever make water elements work as high pressure water? Like... You can cut steel with it. Water can be unbelievable destructive
This seems very cool, but I wonder, how will you make it so that a player won't just be able to randomly stack a bunch of spells and stumble into a really op one without really understanding the magic system? It seems like it would be far too easy to just get something broken by chance and never grow to understand the systems deeper or use any of the less op spells and experiment, thus robbing a lot of the fun.
Growth and Shink. If you shrink the air trail, your character just farts. Growth for big boulders.
What if you do fire life and that basically gives you a timer and if you die before the timer runs out you get brought back to life, so basically it's a phoenix down
Feels like a bit of a flawed system if almost every new combination is a direct upgrade to a previous spelll. E.g. just fire will be obsolete the second you get access to wind.
The idea of drawing spells is very promising. Perhaps what it needs is to be condenced down into solving ipad pannel puzzles on a deserted island.
I played a ton of magicka 1 with my friend. It gets really hard and you have to learn all the protective wards and stuff. It was very fun.
Keep it simple :) one problem Magika had was it almost got too many combos and options that you simply couldn’t remember them all. 😅
I'd love to hear more about the assets and animations for each spell/element and how they were designed/programmed. They're gorgeous for a game that is at this stage of its life.
This project is really cool, and I'll definitely be following progress on it! Another game that this system brings to mind is Kirby 64, where you can combine power-ups of Bomb, Burn, Cutter, Ice, Needle, Spark, and Stone with each other and even themselves to amplify the single-element effects.
Your 3D symbol drawing game reminds me of the magic system in Arx Fatalis - great game where the magic feels cumbersome at first and intuitive once you get used to it
Seeing as it seems to be more your version of things, it should be called My-gicka instead of Magicka (because thats the name of a game already)
sounds like noita's wand symbol system. elemental pets. sounds like a puzzle game, with combat.
Hopefully we can save formulas we make And the npcs explain what they do. And blah blah. Loooks great
7:25 There used to be robots before Christ. They would wind twine around a wheel axle and could use pegs to change directions. The strings are pulled by a weight and thus run the program they were wound to perform.
Ice-wind-life snowball. Life-wind= passing wind 💩. jk Looks like it will be a fun game!
the easiest way to introduce game balance is to limit the number of symbols you can build with and upgrade it as you play the game. magicka should have done this so you don't figure out the steam beam within the first 20 minutes and use it to wipe the game from then on.
Dude, the model work is incredible. I'd love to see some of the tricks/techniques used to create the looks.
This looks great so far, keep up the good work! I'm looking forward to the devlogs and progress on this!
i feel like to make the system more approachable, you shouldn't give everything to the player at first, make them earn the elements, or at least acquire them in a "tutorial" section at the beginning, as it is in magika
God if I can buy this in a cartridge format once it’s ready that would be dope
Love the modular spell design! Does the game pause while you craft spells, or is there a hot swap mechanic?
This looks and sounds great! Following with great interest ❤
Can we talk about the slowly disappearing microphone?
While the idea sounds kinda cool, as a proper game it still sounds kinda clumsy but you might be able to get away with it if there's a proper unlocking mechanism that progressively teaches the player but most of all, open environments that make use of the systems and have areas only accesible in creative ways. You will need the player feel smart. That's the actual challenge 😅
Magician's Quest for the DS has a similar magic combination system where you'd go to a school and learn spell combinations. Knowledge based progression is the best!
James looks like he's always staring into a bright light and has to squint to see anything at all. What a tortured existence that must be.
This sounds great! Do you plan on releasing PC binaries for this as well or only as an n64 rom?
I don't know how you plan to implement it in the final version, but having the spells work as a combo of button presses, a la morrtal kombat is tested to be fun, maybe flash the symbol each button represent somewhere on the screen as they are pressed to trigger muscle memory. Have a button that enables/disaables magic casting so that the same buttons can be used for something else when not casting magic. my2s
Time to mention hexcasting (a minecraft mod)
Another rune based magic system
reminds me a little bit of witch hat atelier's magic system, looking forward to seeing more of this !
I will for sure play this when its out! Also, I would play on the oculus one too
Sounds like you're recreating Quest 64 honestly.
This looks really sick! The genre the N64 was lacking most of its life was a good RPG, this looks like it will be a great rps game for the system.
7:18 To answer your concerns about living rocks; The rocks explode on impact so you don't have to worry about it!
okay, if my game gets popular enough I will let you do a port for the N64
Hey you ever thought of live-streaming some of your gamedev?
LIving rocks? Hm, sounds like little golem buddies to me.
looks a bit janky at the moment, should turn out well with lots of play testing
I love how you just keep going - very curious what this will turn into ;)