Hi folks,
I have several questions regarding spell effects in A6. If you notice any of these questions are answered in articles or previous posts please let me know, because I have searched to no avail.
First off, I have no problem taking the time to design the way that my spells need to look in the game, but if you know of a plugin that has been developed for 3dgs (such as this one for torque
http://www.garagegames.com/products/127/images/?current=2) please let me know, as anything that speeds up the process is a blessing.
What my questions are about is the actual implementation of spell effects into the engine. I apologize if this is the wrong area to be posting.
There are three main types of casted spell effects I am looking to achieve.
1 -
Self cast or target cast effects that are centered around the target. How do I attach these spells to the character no matter if they are standing still or moving?
2 -
Spells that leave a trail effect.How would I implement a spell effect that leaves a trail behind the target or the character as they move, such as a trail of fire or smoke if they were burning.
3 -
Spells that target and follow until they connect.A great example is any fireball spell that will hit a stable or moving target regardless of their position, like a heat seeking missle. Think of a firebolt from a mage on wow.
I guess my last question for now is:
Lets say that I want to have a spell effect that has a circular pattern on the ground like a pentagram or alien-like letters. The ground is not always flat, like when a player casts the spell on an incline or over bumpy terrain. Obviously I cant use a image for the effect, so how would I project that onto the ground surface?
Thanks for your time fellow developers!