not sure if this has been done yet,
while watching some anime i got to thinking about powers/spells and was thinking about options for attacks and where they could come from.
some of this is probably signs i've watched too much DBZ lol
caster could use eye beams, fist or open palm, fingers, third eye if this was to be a option in character design
other attacks could come from a shaped symbol most commonly a circle with with a pentagram that appears above the enemy and shoots downward or under them, this could be a player made symbol of their choosing.
caster could also have a familiar from a long list of pets sort of like neverwinter nights had or other traditional rpg games, not sure what other games had that option.
each pet would have pros and cons possibly other transformations with the right power the caster could turn their pet into offense,defense,support or possibly even a mount for traveling if this was an option.
the animations also apply to melee fighting types with different methods of attack
fist,open palm,fingers,elbows,feet,knees,
(sorry if my grammar is a mess and sorry if this has already been posted)
One of the core design features we are implementing is something we refer to as aesthetic decoupling. That is basically our foundation of power customization.
While we can practically make any visual effect perform any game effect, we will lost likely stick with animations appropriate with the theme of the set.
That is a burning set would have ending animations that work with burning effects whether it was from a wand, gun, magic sigil, or martial arts move.
Another part of this is was brought up recently when we showed that the socketing system is working. Sockets are necessary to pin an emanation point for an animation.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]