Clarissa Toney :linux: on Nostr: so, I've been thinking about the way you get spells in Enigma Heart. I know that I ...
so, I've been thinking about the way you get spells in Enigma Heart. I know that I want to do it through items you collect around the world, rather than just getting them by talking to somebody like in Zelda II. I like the idea of tying *everything* to exploration.
Originally, my idea was that each spell would be fixed. That scroll you find in the Cave of Fire is always going to be the Disguise spell... etc
But what if I did them like crest graphs in Wild Arms? You find a scroll, and then you take it to someone, and you can bind any spell you want to it?
Would that be too much busywork for what's essentially an action game with RPG elements bolted on top?
And also, what if you need a specific spell for a certain area, like a dungeon or something, but you don't have it? Should I take the Wild Arms idea one step further and let you un-bind and re-bind scrolls at will?
Maybe I'm overthinking this. Maybe I should keep it simple
Originally, my idea was that each spell would be fixed. That scroll you find in the Cave of Fire is always going to be the Disguise spell... etc
But what if I did them like crest graphs in Wild Arms? You find a scroll, and then you take it to someone, and you can bind any spell you want to it?
Would that be too much busywork for what's essentially an action game with RPG elements bolted on top?
And also, what if you need a specific spell for a certain area, like a dungeon or something, but you don't have it? Should I take the Wild Arms idea one step further and let you un-bind and re-bind scrolls at will?
Maybe I'm overthinking this. Maybe I should keep it simple