I have this concept for a VR team battle game where you have to learn to actually cast spells through complex real time action. Like a mix of moving your hands in patterns and adding elements via hot bar in sequence and saying words via headphone. 1 on 1 or team vs team strategy game where complexity makes stronger team spells and counters. You could have casters who specialize in defense, offense, healers, traps and counters and how you build your team makes for strengths and weaknesses.
Reminds me of Arx Fatalis. I think it’s the only game I’ve seen where casting spells requires you to trace a rune in the air instead of pressing the cast button.
That was my first thought, but I remember there was some rights snaggle that kept B&W from appearing on GOG. Looking it up, according to an interview
the source code and IP are owned by Microsoft but EA still has the distribution rights.
I love capitalism “Hey instead of someone doing something with this lets all sit on it and give everyone the middle finger. If I can’t profit nobody can”
Drakan: Ancient Gates was my inspiration. Their magic casting blew my mind back in the day and I never understood why no one else has utilized that system. I will have to check out Arx Fatalis.
Harry Potter: Wizards Unite had spells you cast by tracing a shape on screen, representing wand movements (and it was graded on how closely you matched that spell’s shape as well as on speed.)
Not a complex system, but some of them took some effort to get a good cast.
I have this concept for a VR team battle game where you have to learn to actually cast spells through complex real time action. Like a mix of moving your hands in patterns and adding elements via hot bar in sequence and saying words via headphone. 1 on 1 or team vs team strategy game where complexity makes stronger team spells and counters. You could have casters who specialize in defense, offense, healers, traps and counters and how you build your team makes for strengths and weaknesses.
Reminds me of Arx Fatalis. I think it’s the only game I’ve seen where casting spells requires you to trace a rune in the air instead of pressing the cast button.
The old Lionhead game, Black and White, had a gesture system which was similar. Didn’t work very well, but the thought was there.
I can’t think of a game that deserves a modern VR remake more than Black and White. I wonder who owns the rights these days?
I’ve been saying this for years, game is like the perfect concept for VR. I think Microsoft would own the IP yeah they bought Lionhead?
That was my first thought, but I remember there was some rights snaggle that kept B&W from appearing on GOG. Looking it up, according to an interview the source code and IP are owned by Microsoft but EA still has the distribution rights.
Well that sucks :I
I love capitalism “Hey instead of someone doing something with this lets all sit on it and give everyone the middle finger. If I can’t profit nobody can”
Here is an alternative Piped link(s):
an interview
Piped is a privacy-respecting open-source alternative frontend to YouTube.
I’m open-source; check me out at GitHub.
Drakan: Ancient Gates was my inspiration. Their magic casting blew my mind back in the day and I never understood why no one else has utilized that system. I will have to check out Arx Fatalis.
Harry Potter: Wizards Unite had spells you cast by tracing a shape on screen, representing wand movements (and it was graded on how closely you matched that spell’s shape as well as on speed.)
Not a complex system, but some of them took some effort to get a good cast.
I’d play the hell out of that.