Can someone tell me how many spells would result from this? I know it is a couple hundred (so I'm going to remove the 'gesture' portion), I just want an exact number. Note that the 'spells' can be cast standalone, and different orders result in the spells behaving slightly differently (ex. Teleport/Shockwave has a character teleport, then use a localized shockwave (similar to Area-of-Effect, but over a smaller radius and only around you, rather than being ranged) to clear out the surrounding area, but Shockwave/Teleport has the same shockwave launch before the teleport. Very similar, but the way they would be used is very different) (Note: this is indicative only of that combination. Combinations do not always result in the effects of the spells combining)
Teleport (Short range warp)
Fireball (Orb of fire that may set targets on fire for a couple seconds)
Flare (Burst of light)
Paralyze (Stun target for a time)
Ice Spike (Launches a spike of ice at target that, after impact, shatters and makes the ground below slick to those crossing it)
Shield (Reduces the effects of most spells. Stops Death from dealing damage.)
Blind (Blinds target)
Shockwave (Outward wave of force in a single direction)
Summon (Summons different things depending on place on light-dark meter)
Detect (Detects alignment)
Feather Fall (Reduces fall damage)
Heal (Restore health)
Zombify (Turns a corpse into a zombie minion)
Void (Orb of negative energy)
Cut (Causes a target to bleed out for a short time)
Death (Long charge time, short stagger after launch. One hit kills most 'minion' enemies, two hit kills the rest (if not heavily Dark Magic based. Three hit kills bosses and other players (Yes, this does mean that I want to drop in a multiplayer arena mode.)(If there would be a multiplayer, this would probably mainly used for surprise attacks or forcing a spell struggle between two people using continuous spells.)
Area-of-Effect (Causes effect to happen over an area)
Extra Power (Increases effects of spells. May add a new one in some cases (ex. Paralyze with this causes a small amount of damage in addition to stunning))
Continuous (Depends on spell. Some have it active until effect is dealt or spell is canceled (ex. Death), others deal damage for a short time before throwing an enemy back (spell can keep continuing, enemy is just thrown out of beam) (ex. Flare), others fire off until button is let go (ex. Paralysis), and still others change effects entirely (ex. Ice Spike turns into a continuous wave of frost). Spells of this type can collide and result in a 'spell struggle'.)
Rune (Creates a marking that activates after a second. Next entity to pass this activates its effect.)
Homing (Spell curves towards the nearest enemy after one second.)
Rapid Fire (Fires off spells rapidly at a cost to damage/effect)
Graphics
Third Person might be the most difficult option in regards to getting graphic assets. I am not saying that you should let your choice be dictated by this, but it is an aspect worth considering.
Isometric, or especially Top-Down, would be comparatively easy, with Sidecrolling the most easy by far.
Either way, if you whip up a presentable alpha version, there might even be people on this sub-forum willing to invest into your game.
For the time being, I'd be quite pleased to "hand-you-down"-graphics as placeholders, from one of my old pixel-games... Provided that you can use them, that is.
I'm probably going to run with Sidescrolling graphics. I thank you for the offer, but I am probably going to use blocks filled in with the fill tool.
What do people think of this control scheme:
A, D for left/right movement
S for crouch/climb down
W for climb up
Q for Inventory
E for Use/Activate/etc
Space for jump
Mouse 1 to launch active spell
Mouse 2 to launch prior active spell
Z and C for prior/next spell
1-5 to quickly select spells (These are able to be swapped in inventory).
Other things I would like opinions on:
Limiting quest log to 1 Main Quest, 2 Multi-Mission Side Quests, 4 One-Mission Side Quests.
Have equipment provide bonuses or not (I'm thinking in terms of clothing, no. In terms of wands/staffs, yes.
Learning new spells through research or from your teacher, or having to research the spell then learn from your teacher.
Continuous world or have only the dungeons sidescrolling, with a top-down world between them.
Extent of random generation (eg. enemy stats only, enemy count only, both, constructed dungeons, partially generated dungeons, fully generated dungeons, fully generated world map, etc. (I'm leaning towards only doing it for the enemy stats with a couple specific areas being full random due to being in a realm of chaos or being heavily steeped in magic.))
Use of statistics (I'm thinking of having the player's power be based upon their spell knowledge, with some changes based on type of wand, and leaving statistics to enemies.
Online multiplayer arena mode. (More of a wishful thing, but still want opinions.)
Language of Magic. (Gibberish? Modification of an ancient language?)