We wanted to stop the player from always having access to the crystal, and the original idea was a cooldown system. Still, after many playtesting, users felt flustered when their magic would run out even if they weren't using it.
Therefore, we introduced a mana system that would only decrease every time the player cast magic. For this to work, I needed to create a circle progressing bar. I was able to do this by following the Digital-Empire Developments tutorial on a circle health bar, as the circle material was exactly what I was after creating.
In the video below, you can see how I have made a rough attempt at spawning the mana bar at the hand when it is crushed and decreasing its value every time the magic is cast. The issue you might notice is that the mana resets to complete every time it is crushed, which would make the player overpowered.
In the second attempt, you will notice how I have added another mana bar onto the magical inventory to show the mana on the crystal before they pick it up. You will now notice that the crystals mana doesn't reset to default once crushed. This was because the crystals were using the same mana previously, and it was then being declared every time the crystal was crushed.
Each crystal has its mana, and the mana is only ever being declared when it is picked up in the world for the first time. This allows us to also reduce any reducant data from being passed through the system.
Final Clip
Below, you will see a final clip of both the crystals working with the mana system.
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