Maple’s Development Log

normal roblox avatar but i wont be allowing ugc packages like stickbug, etc

1 Like

:frowning: :frowning:
.

Thank God, stickbugs annoy me a lot in fighting games.

should i make a discord server for this

  • yes
  • no
0 voters
1 Like

ok since the majority opinion seems to be yes here ya go

1 Like

will be used from now on for sneak peeks, suggestions, announcements, polls, feedback, etc

ill probably still send something in this thread every so often but not as much as the discord

1 Like

please put in vine trap as a move please put in vine trap as a move please put in vine trap as a move
TanglerCard

nah, add tangler magic as a magic exclusive to adventure story players.

nuh uh that thing was the maker of instakill combos

whoops I forgot this existed lol

we need to see you cook :speaking_head:

added a changelog/patch notes to the trello

the games testing server is now public, the link is in the discord server

2 Likes

your vetex jr. now, congratulations

Obligatory Announcement
v0.4 is now published! testing universe game link is in the discord server in the channel called very important info

Here’s the link for those who don’t use Discord:

thank you for making the energy regeneration not slow as dog crap like in ebg, it’s much better

1 Like

poison idea is now finished (that took way too long bruh)


attack descriptions are getting longer and longer :skull:

also patch 2.2
image

“that have the misfortune of walking in their wake.”
I can’t help myself.

1 Like

@DubiousLittleTyp0 if youre still working on the idea for your magic, here are the guidelines posted in the discord server

Magic Creation Guidelines

These will be updated over time, please read over them before suggesting a new idea.

Rules

General Baseline
- Each magic can have a minimum of 5 spells and a maximum of 7, including passives and ultimates.
- Magics can only have ONE of each spell type.
- Magics should not have abilities that can only work with themselves. EXAMPLE: Fire aura ONLY making Fire magic spells deal more damage is not allowed. Fire aura buffing ALL spell damage is allowed.
- A magic can have it's own status effect, such as all fire attacks dealing burn and all explosion attacks blurring the target's vision.
- Magics can use status effects from other magics, but it has to make sense. 

Spells & Spell Types
- Be creative! However, make sure the way the spell works still fits within the description of the spell type. If a 'Blast' type spell travels instantly, that belongs in the 'Beam' type.

Status Effects
- There are NO status effect synergies. (Example: This means 'Burning' won't make Plasma do 5% more damage.)
- However, magics can have abilities that affect status effects in general. (Example: ANY DOT makes Plasma deal 5% more damage. [Could be a passive or the Magic's unique ability.])

Enhanced Spells
- Enhanced spells can have additional effects, but cannot entirely turn into a different spell. Ultimates are not included in this rule. (Example: Enhanced Fire Blast cannot only be an aura. However, Enhanced Fire Blast can be a blast that gives you an aura if it hits someone.)

Ultimates and Passives
- THEY COUNT AS A SPELL SLOT!
- These don't have to follow the same spell types as normal spells. Think of Ultimates like a magic's Final Smash (from SSBU).
- Passives should be able to work with almost all other magics. (Cannot make it like 'increases all burn damage', instead make it 'increases all dot damage.')

Magic Creation Template

This is just a template. Feel free to modify.
[Magic Name], [Magic Tier]
<If fused: Magics required to fuse. If Exclusive: Magics/Items required to craft/ Other obtainment method>
[Short magic description]
<Magic effects, if any.>
[Variants. Syntax: Variants: ([default variant name and colors], default) | ([variant name and colors], %chance)]
All non default variants have to add up to a chance of 10%

Base Spells:

  • [Spell 1 Name] - [Spell Type] - [Detailed Description]
  • [Spell 2 Name] - [Spell Type] - [Detailed Description]
  • [Spell 3 Name] - [Spell Type] - [Detailed Description]
  • [Spell 4 Name] - [Spell Type] - [Detailed Description]
  • <Spell 5 Name> - -
  • <Spell 6 Name> - -
  • [Ultimate Name] - [ULTIMATE] - [Detailed Description]

Enhanced Spells:

  • [Spell 1 Name] - [Spell Type] - [Detailed Description]
  • [Spell 2 Name] - [Spell Type] - [Detailed Description]
  • [Spell 3 Name] - [Spell Type] - [Detailed Description]
  • [Spell 4 Name] - [Spell Type] - [Detailed Description]
  • <Spell 5 Name> - -
  • <Spell 6 Name> - -
  • [Ultimate Name] - [ULTIMATE] - [Detailed Description]

Obtainment Methods

Warped Magics: Obtainable from offering 10 orbs to the god for a random warped magic. Fused Magics: Fused from any fusing station in the safe zones. Fusing magics will lock all spells [enhanced spells will stay enhanced when re-unlocked]. In order to start fusing you need at least 3 abilities unlocked, the more abilities unlocked the higher the chance to be successful. Special Magics: Magics obtained from achievements, quests, world events, and being a top 10 donator. (other events like halloween and stuff too but i havent thought about that yet) All magics will have 5 - 7 base abilities.

Magic Tiers

Each magic has a tier. They do not effect the balance of the magic compared to other tier magics, and is just a way to categorize magics based on the difficulty to obtain them. Tier 1: Origin Magic - Obtained from warping Tier 2: Compound Magic - Obtained from fusing 2 magics Tier 3: Complex Magic - Obtained from fusing 3 or more magics Tier 4: Exotic Magic - Obtained from special events Tier 5: Exclusive Magic - Obtained by methods not listed above.

Spell Types

Enhanced Spells’ forms might differ from the description Any form of a base/enhanced spell type will share cooldowns with each other. Passive abilities use specialized spell slots that won’t appear in your hotbar.

  • Barrage: Multiple smaller projectiles, usually inflicting lower damage.

  • Blast: A burst of the caster’s magic as a projectile.

  • Beam: A single or multiple rays of magic that can be constant or instant. Can also have a barrage variant.

  • AoE: An area ability that affects the surroundings in a small radius around the caster or their cursor.

  • Rush: A dash or teleport move with a follow-up.

  • Counter: A type of defensive spell that can reduce damage, reflect abilities, or be an instant follow up. (Some abilities can pass through counters)

  • Transport: A form of spell that propels the caster and can damage others.

  • Zone: A large area of the caster’s magic that either buffs, debuffs, heals, or damages targets. (Targets self/allies or opponents)

  • Grab: A spell that can only target one enemy.

  • Jump: Boosts the caster into the air.

  • Aura: Gives a buff to the caster and can debuff opponents around them.

  • Transformation: Uses magic to transform some part of the caster.

  • Healing: Heals the caster and/or allies around them.

  • Burst Aura: Buffs/transforms the user and all allies or allies in a radius.

  • Passive: An ability that takes up a spell slot but doesn’t require casting. Can take any form.

  • Ultimate: The ultimate ability of all magics. Can take any form, not limited to these spell types.

Each magic will have enhanced spells that are acquired by either rewarping the magic or using an enhancement gem. Once you rewarp/enhance a magic, it will enhance the first base spell, then once you rewarp it again it will enhance the second base spell, etc. Enhanced spells are more powerful base spells that can vary in type and even change how the spell works. You will be able to switch to and from a spell’s enhanced form by clicking on the tab on the spell’s UI.

1 Like

v0.2.4 has been published to the testing server.