Hello, I'm Cloaked Games. Julien (DerJulien) and I are working together for this jam. Here's our first update, from my side of things with the programming, plus some of our concept art and ideas.
Our goal for this one is to make a system for crafting magical spells. The idea is that you would collect runes which can be mounted to magical stone tablets. Depending on the runes you use and the order you place them you will get different spells. Actually, it's almost like a super-simplified coding language. So far we have the system for casting a spell, and a system of data structures for handling the runes. We can hard code spells that execute based on the runes the way we want, the next step is just to give it a nice UI and add a whole bunch of runes.
Here is a visual representation of how the runes connect, and after that, the resulting spell in-game. (Placeholder art).
Then, you can apply modifiers or runes which apply over a period of time. Here is a much more powerful fireball spell based on the spell shown above. As we add more runes, there will be exponentially more different spells that can be crafted. It will be important to maximize the value of your modifier runes to ensure the most power from your spells.
Due to the modifiers, this spell has a faster traveling projectile, has a larger AoE range, and has a larger fire elemental aspect (increasing its damage). And the fire trail rune added (a duration type rune) leaves behind flames as the projectile travels.
There are 5 different elements in this game. Fire, Earth, Dark, Lightning and Ice. Each one is extra strong against one other element, and weak to another one. Here is concept art (by Julien) showing the relationship between the elements.
The elemental alignment of an entire spell is calculated based on the elemental attributes of the runes that make up the spell. Since elemental damage dealt by runes such as the fire rune in the spells above are determined by the elemental alignment of the spell, when crafting a spell you will want to make sure the runes you use are compatible elements. In addition, depending on the type of damage you might deal more or less damage to particular enemies. Here is an example of shooting an Ice (blue), an Earth (green) and a neutral (gray) enemy with the fireball spell above, showing the difference in the amount of damage you can do. (These values are very WIP, we have done no balancing yet).
We definitely have a lot more things to work on, but I am personally very happy with the rune/magic crafting system so far. Making a UI for crafting spells will be difficult (as UI always is), and we'll need a LOT more runes. But runes are really easy to make now that the system is in place, and every new rune we add is automagically able to be used with any of the other runes in a brand new spell. After that we'll need a gameplay loop for collecting runes, the story, enemies/AI, etcetera. Some of that is planned, but I'll save that for another update later.
You'll hear from me or Julien sometime soon I'm sure. I can't wait to show more of this game!