Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
I think you mean $11k until the life element is unlocked. Either way, it's close now :)
21 till the life element is unlocked!
This is really great! Glad I found out about it at the last moment. I'll see how I can help in the next 40 hours!
Well, the 48 hour warnings will have gone out to the people who starred this by now. Let's watch that remaining $15K flood in!
yes plz that would be amazing!!
So far, everytime I check back, the number rises by $100 or so. At this rate we could actually get to 150k.. and get the Life element. Lets keep that up.
Check out EPLE, which combines Blockly and Online Python Tutor (step-by-step visualization - http://pythontutor.com/visualize.html#mode=edit):
> EPLE is a Programming Learning Environment built to approach programming concepts in an interactive manner and see in realtime what they look like while executed.
> Combine blocks together, modify existing programs, explore and learn!
> EPLE, a mashup of Blockly and Online Python Tutor, is made by Pier Giuliano Nioi for his thesis project An Interactive Environment for the Didactical Manipulation of Programs.
Online Python Tutor has been forked a few times.
Maybe some of Online Python Tutor could be added.
@Shawn They said earlier (I cant find the exact quote) that Alpha/Beta purchase would be available after the kickstarter ends but it would be for a greater price. As for the staves, I think they are kickstarter exclusives. However as far as I can tell they are purely aesthetic
What i was going for with other classes of magic was going further than the standard elemental powers. Magic to raise zombies, or heal. Magic to make you move faster or make you or objects larger or smaller. teleportation, remote vision (scrying). I'm just curious if there will be room for these sorts of spells, perhaps the coding for them would be incredibly complex, far beyond what i could do. as i have no coding background.
I'm glad everyone likes the avatar chart, it looks like it would be a lot of fun and i'm excited to see where this can go! :D
Will people have a chance to purchase Alpha/Beta access after the campaign ends?
also what of the staffs? are they Kickstarter only, or will they be available to outside backers?
You'll get a beta of Code Spells around June of 2015.
It says Estimated Delivery: Sep 2015 because the game is supposed to be completed and released by September of 2015. However, if you back $30+, you will receive a Beta key around June of 2015. And if you back $80+ you will receive an Alpha key on Christmas of 2014. All of the options say "Estimated Delivery: Sep 2015" but if you read every option, some get people earlier access to the game. However the earlier the access, the less finished of a game you'll get. However those who back with those options should and probably do know this.
It says right on the pledge level. "Estimated Delivery: Sep 2015"
COME ON PEOPLE. SPREAD THE WORD OUT!!! friends, family, acquaintances, anyone is fine. :)
This is almost as exciting as trying to hit the Occulus Rift goal for Obduction.
@Angoulor That's a good question, I imagine it could be similar to the Magicka still of element combinations, although ultimately I believe it will be done to the actual code itself (i.e. fire and water could combine to either cancel each other out or to produce steam, depending on the specifics of the code)
@Ethan Now that you're telling, it's more logical... Only visual feedback. Didn't think of it. But that doesn't answer my question: what would happen if two "orbs" (the non-visual ones) happened to meet? Would they cross, or react? And how would Fire and Water react if they did?
@Angoulor As far as I'm aware the orbs themselves are not elemental, the orbs are just used as visual feedback to the spell being cast as well as to show the direction of the spell. If you wanted to create ice all you should have to do is just change the code behind the spell.
So i just backed 30$ and now im a bit confused...
How can i get now my reward for backing this amount of money.
Hope i will get an answer soon
Yeah, as a CS student, and a magic fan, I'm living a dream seeing this come true!
By the way, I've got some question:
What if, for example, I wanted to make Ice? Will we be able to combine orbs to make new elemental orbs? Like Earth orb + Fire Orb = Lava orb? Or Water + Air = Ice/Steam? How will it work? Can you give me some precisions? Lots of friends (all in CS) have been asking it.
Let's hit that goal so I can have my spells require sacrificial goats.
17K to go, just like I said! ;p (to err is human? grin)
if i'm right it's only 17k to go but more is always good^^
27K to go! 62 hours! So close!
We've got less than 3 days to get to our $150K stretch goal guys! We've had a lot of luck on Imgur, so upvote this album & maybe we can reach some new backers!
Andrew - Damage is definitely going to be in the works for the Alpha & Beta. :)
Christopher /Baxter - We’re huge fans of Avatar! We’re working on these 5 elements first, but that doesn’t mean there are room for more elements of magic.
Elizabeth / Joseph - Joseph is right, but check out the FAQ for this:
Baxter / BigBlasze / Sindyr / Mark - You will definitely be able to manipulate rock with Earth magic in the future. We have some ideas in the works for this, and we want to play with it a little more before we make any final decisions about how rock manipulation will work. We’re taking in all your considerations as well, so thank you for sharing. :)
Pssst, lets play a game ;)
@ TSTEM yeah maybe my idea was too big when I think about the fact that there are supercomputers out there who's only purpose is to run world systems simulators using real science and they don't always get it right and I suppose what I was asking for was to build that and then allow us to manipulate that science well as I don't have a supercomputer in my room I retract my request :D But in relation to manipulating rock as we will be using "magic" came we not make rock flow like water it would be like manipulating it at the atomic level but in game it would be like setting your spell to select a volume of rock and move it. I'm guessing yer going to maintain a conservation of matter in that magic can't be used to just create rock but can only manipulate it so if you wanted to make a tunnel but didn't want that to create a load of spoil aka all the rock "removed" then could you case the set volume of rock to condense increasing it specific density.
The Element chart is awesome, but is not a original Avatar chart. It's fan made.
But the chart is perfect for codespells ;)
Actually, Christopher's comment merits a closer look for an entirely different reason. You should look into the science of Avatar.....The James Cameron one, and Bioshock infinite. Islands with superconducting composition, and flux pinning, respectively.
@Elizabeth Baldwin I could be wrong, but if what I remember is correct select the level you want then in the pledge amount put the total so for 4 $15 put $60 and they are planning on contacting everybody once the project is over to get an accurate account of what everybody is getting.
Christopher, to be honest, I don't really like the D&D style magic classes (what the elder scrolls game's system is based off of). I feel that those are just arbitrarily limiting spells, and it especially doesn't fit into something as freeform as Codespells seems to be. That said, I'm going to contradict myself somewhat and say,: please incorporate everything from that chart he linked too!!! That chart is awesome and is in my opinion exactly what an elemental system should be!!!!
Will there be magics other than the Elemental variety?
Morrowind had a nice class system of spells:
Illusion - spells that alter perception, such as Invisibility and Charm.
Conjuration - spells that summon creatures and equipment from other worlds, such as Bound Items and Summon.
Alteration - spells that manipulate the laws of nature, such as Water Breathing and Levitation. (This fits in nicely with what you already have)
Destruction - spells that cause physical harm, such as Fire Damage and Damage Attribute. (Also nicely with what you have)
Mysticism - spells that shape and focus ethereal forces, such as Telekinesis and Soultrap.
Restoration - spells that heal, such as Restore Health and Cure Disease.
Also if your sticking with the pure elemental rout, could always look at Avatar. Here is a really nice chart showing how deep each element could get and its various combinations.
I would like to back three more $15 level contributions so that each of my kids can have a game, but neither the mobile nor computer interface seem to allow for that. I can only adjust it up or down. Am I missing something or can you only back once?
When you get there, I'd like to see a little more realism. For example: Falling damage. Falling objects (like large levitated boulders) should hurt when dropped on a target. That sort of thing.
Mark, that sounds extremely overambitious, and sooooooooooo awesome!!!!
Let me give you an idea of what some of my friends and I have been talking about doing in codespells. For a D&D style game we were thinking how cool it would be if the DM had a master spell that created the dungeon. You go on a quest to discover a forgotten treasure and you arrive at a seemingly insignificant mountain. The DM says the magic word and a tunnel begins to carve its way into the mountainside. This is the entrance to a dungeon fraught with perils. As the spell worms its way around inside the mountain it creates rooms and monsters the group will need to defeat. Once the treasure is achieved depending on the DM's will the group will either be transported back to the surface or have to escape the trap triggered. The cave is filling with sand! Will we escape in time?
If the DM is good people could replay this 'level' multiple times because every time he casts the spell it uses a random number generator to build the layout. This would be way more fun than a prebuilt cave.
I know you guys are going to have your hands full coding the game but I really hope you take into account the vision of the people that have backed you. We really want this to succeed.
One of the key points in the promo vid that really convinced me was the "you can create mountains and valleys" and I thought, if I can do that imagine what else I could do with this earth shaping power.
I think altering rock is going to be important - rock simply does things that sand can't.
Honestly, that´s a little disappointing... i wanted to use earth-magic to create some Rockpillars, Earthwalls and even more, not just use some sand-magic to fill up some gaps or i don´t know. I know you will work on it and it must be really hard to program this kind of game, but I want to use Element Magic in the way it meant to be. You will come up with something, please make it possible.
Here just an idea for the bedrock. Let´s say there a two types of earth in the game, a normal one, which you can controll with magic. And the other one, that had so much magic in it, that you can´t controll, and that´s why there are some cave areas you can´t manipulate. And some Islands fly in the air ;) which you also can´t manipulate with magic (e.g. like an bowl with mashed potatoes, you can form the mashed potatoes in any shape you like, but you can´t do the same with the bowl)
That´s the Game we always dreamed about. To create our own Magic that we had in our minds. To be the Wizards, Sorcerers, Witchers, Warlocks we always wanted to be. Like I said on twitter, I belive in you guys, and I belive in this game.
(please excuse my english if it sometimes does not make sense, not my native language ^^)
Hey ThoughtSTEM, something to consider, at least for caves, is a purely stamp based approach. The other possibility being to create the world, then "tunnel".
Also, how hard would it be to do rock simulation via something where it's "breaking off" and "fusing". For example, creating a lot of semi-random templates so when you magic rock you can break chunks off, which form in those shapes and are new entities, with the original mesh altered. Ideally the shape would be randomly generated, but that might take more work. Fusing could then alter the mesh again.
This would be rudimentary behavior of course but I can't imagine it taking more than a week to implement a system such as this (implementing it efficiently, well that's different).
Alternatively, how about using your fluid simulations, then "freezing" the simulation at some point. If you use a noise pattern to determine how strongly to pull up at different spots, that might have a decent behavior for pushing and pulling earth (it would create irregular pillars).
Of course, you'd have to decide if either of these are the routes you'd want to go and they're obviously extremely basic. Just some ideas!!!
Otoshi - Totally! We're going to be working really hard to spread the word to everyone we can over the next few days!
Some ways everyone could help:
1. Tell your friends or followers about us on Facebook & Twitter.
2. Send out an e-mail message to some of your friends who might be interested in the game!
3. Post about CodeSpells on forums/message boards you frequent.
4. Post about CodeSpells on Reddit!
5. Do you have a blog? Blog about CodeSpells!
6. Do you have other ideas for spreading the word? Share them with everyone on this comment board! :)
Daniel - Yes, this would be incredible, but these rules are incredibly complex to both simulate and potentially to interact with. We want to create a system that can be simulated on a computer and that also feels understandable in terms of gameplay. We feel that creating our own intuitive rules for a world will still offer infinite levels of freedom without implying that we are using real physical laws when we would have to simulate them regardless.
In regard to bedrock, a message from the Team:
We decided to focus on sand and water first because we feel that those will offer tremendous amounts of possibilities even without rock layer deformation. Digging into rock is something we're considering, but that would require a different type of simulation. Rock would not flow and fill gaps the same way that sand and water do. If you can dig through rock, you'd expect it to create caves and break off parts, which would alter some of the assumptions that we use for optimizing the fluid simulations.
We have a plan for creating cave type levels, but combining open areas with cave areas gets tricky unless you use a purely voxel engine. That being said, we do want to give players the freedom to create structures and places to hide, and we have several different approaches we're planning to try out, so you will definitely have ways to create shelter. At some point, we may end up moving over to a more voxel based approach to fluid simulation, but we need to solve one problem at a time, so we first want to push sand and water as far as possible.
As much as we want the game to be open in terms of deforming the terrain, we want to get the aspect of using magic in the world to feel right first, and then we can go back and see what feels off or needs more freedom.
Hope that makes sense!
alright people. We got to spread the word HARD AND FAST before time runs out. we need all the help that we can get. GO DO IT!! :)
Sindyr / Mark / Ethan - I’ll talk with the team about this bedrock stuff! This seems to be a common request...
Josiah - Mark is right on about this! We're going to keep pursuing other sources of funding until this game is completely developed! The more we can fund it now, the faster we can develop the game though! (e.g. our timeline for each stretch goal will be extended because we have to search for other funding sources.)
i really like this it looks great. its like an idea i had for a game character that would use code like magic. let me explain because if you guys want to go furthur with this into a more adult world and away from "elemental" magic so the universe works on sets of laws we believe that in most cases these laws are immuatable law of thermodynamics, gravity speed of light etc. imagine if you will these are the code of the universe. now the question is could a game join real world science with coding and have it that you manipulate the world by manipulating these laws or is that what the plan is and im just thrown off by the whole elemental thing cos i just find that whole idea of magic silly and childrens fantasy based
If you had ever fallen through the bottom of the map on an MMO you would understand how big a problem that can be.
If we are going with the whole "each space is a floating island" then you don't really need an immutable layer - dig too far down and you come out the bottom to find air. Anything that falls off the island (or below a certain elevation under the floating islands) is "lost" - including wizards.