Redefining Project Magic


This project has been on hold for some time and I haven't really added much since the last blog post on 0.0.5. Since the last update I have been very busy with other things in life. Though I did feel bad for not following through on this project. What really stopped me from continuing on  on was the iteration time spent on creating the assets required for implementing features into the game. That focus on art and trying to figure out how to fit it into the framework I was working with proved difficult. It's especially true since I was doing this development with an alpha version of Godot. Certain features were broken and constant updating of the engine version would break other already implemented features. Now, after over a year, I have decided to revisit this project albeit from a different perspective and scope. 

Originally this game was going to be an open-world, monster hunter styled RPG game where the core premise revolved around spells equipped by the player having debuffs applied when cast. My continuous efforts to create one complete character class, set of items and spells blinded me on what other systems I needed to make it a complete experience. This caused the whole project to sort of fall in on itself. Though I wouldn't say that all is lost. To be fair about 90% of the code will be thrown out and rebuilt from the ground up; however since the last time I touched this project my ability to write code has improved significantly. This means that most of the work that will be poured into this project will be laser focused on delivering a complete start to finish demo of what it is I want to do with this project. Considering my current talents, don't expect their to be any major art work poured into this. Updates to the little test arena will take a bit to return so don't expect anything soon.

So then what will this project be now? Will it have a new name? The game will remain a RPG  and I don't think changing the name would do much as the setting is still a fantasy one. The major change to the game is the combat system and the overall scope of what I want to do with it. Gone will be the initial idea of having it be a game you could play by yourself or with friends and instead it is a game that is solely a single player experience revolving around a party of characters. There are other concepts that I have for this game but for now I will keep those under wraps. As for the things I do like to share, they are extremely technical and only serve as a glimpse to what I have in-store for you all in the future.

Here is a list of some of the Systems that I already created:

  • One of the features already implemented is a camera swapping feature. This is one of the systems that will serve as a basis for the games core party mechanic system.

  • this one is a bit technical but this is an overhead view of a room level manager. It servers as a layer to help create sophisticated levels like large dungeons, but still keep performance.

  • Experiments with a dynamic camera shift system which is an extension of the camera system that I introduced in one of the earlier devlogs.


These are some of the systems I am able to share for now. See you in the next log!

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