A Clash of Worlds and Magic Systems (ACOWAMS) Dev Log

@Archenhailor this may be relevant

id verification is the last problem

i just realized i have to rework the equipment section of the ui because it’s no longer guarantee the player may use weapons at all due to the magic system split rework thingy

basically the player has to invest attunement points (ao counterpart: stat build points) into different categories (or magic systems as it’s called in acowams) to unlock different shit. here’s each magic system and their gimmick:

volatile mana

  • just like typical raw anime energi/ki/mana
  • stat stick
  • no special effects
  • ao nutshell: magic but it’s only shadow

enchanted weapons:

  • has lots of special effects and status effects
  • weaker than volatile mana in raw stats
  • very diverse loadout possibilities
  • ao nutshell: weapons + potions

spirit control:

  • npcs fight for you
  • wide range of spirits
  • terrestrial/aquatic spirits are useless; only flight here
  • ao nutshell: conjure elemental/aithiraki on steroids
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the thing at the bottom of the 1st image is your xp bar, and there won’t be hard level systems, only milestones

there’s so much fucking whitespace in my ui (likely unfinished)

also fun fact but every lighter colored ui element/button piece is clickable, while the darker colored pieces aren’t

i guess tomorrow i should work on the investing stat point ui

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idk how to handle the switching of different movesets (switch from magic/weapons/spirit) so i just decided to copy vetex’s inventory thing (press number keys to switch)

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Is the user interface planned to be changed in the future?

possibly, likely

i just discovered that projectile and other explosion vfx looks fucked at high ping

and i have no idea if i even want to fix this

did you set the vid as 18+ or something

it requires face verification I can’t watch it :sob:

it’s because of the title containing “fuck” :sob:

i’ll reupload it

crap idk if its worth transferring this into unity/steam

i might as well vibecode

No.
You take the “excitement” out of it entirely, you don’t PERSONALLY learn from the experience, you just tell an AI what to do like it’s a developer working for you rather than you yourself working.

in the long term, will it result in better quality output to time ratio though?

Eh..
It’ll give an obviously vibe-coded result that differs from virtually all your own creations, as the AI isn’t you per se.
It will grant faster development time, but as I’ve said; you have to consider the likely quality decrease alongside the style difference.

ah crap

As said, this project can still go on despite the change that occured the 19th, it’d just be locked to 16+ players, there’s no real reason to abandon it, especially as it looks to be a passion project.

ts forced me to deslopify the game, although i can add quests with sensitive issues lol

i deadass dunno what soul this game has, maybe it’s the magic system differences across worlds? the fact you’re exploring other realms? nothing alone but the combination?

idk how to even write a story for this cuz game medium makes shit harder for me personally, but right now ik that the player was canonically very likely just an average joe (possibly tired from the monotonous soul draining 9-5???) and then gets magic and an opportunity for adventure

i rewrote the doc, go to 1st post and click it

ngl i kinda wanna make the projectiles’ after-explosions (the explosion that happens when the initial projectile is destroyed and it explodes, damaging shit around it in a bigger radius) cosmetic

they’re borderline useless in acowams combat