WEBVTT

00:06.780 --> 00:07.740
Welcome.

00:07.860 --> 00:13.620
At this point in the course, it's time for us to start thinking about a way to manage our abilities.

00:13.650 --> 00:21.990
Now, for this game project, I've chosen to design a spell menu that makes a sort of compromise between

00:21.990 --> 00:25.410
overly complex and overly simple.

00:25.440 --> 00:34.950
I didn't want this spell menu to be too simple because this project is a bona fide RPG and an RPG deserves

00:34.950 --> 00:39.660
the respect of having a good spell menu and by a good spell menu.

00:39.660 --> 00:43.830
I mean it should have at least a set of minimum features.

00:43.860 --> 00:50.880
Notice in the widget diagram here that we have an offensive abilities section.

00:50.910 --> 00:53.440
Now this is a form of spell tree.

00:53.460 --> 00:56.010
In this spell tree, we have three columns.

00:56.040 --> 01:00.840
Now, it doesn't really matter how you organize the columns in this game project.

01:00.870 --> 01:04.740
Each column will represent a type of offensive ability.

01:04.770 --> 01:10.630
Offensive meaning attack abilities or abilities that harm the enemy characters.

01:10.660 --> 01:16.360
These will be abilities that we typically activate, such as keyboard presses and mouse clicks.

01:16.450 --> 01:19.610
Beneath it we have a passive ability section.

01:19.630 --> 01:25.910
Now, this will be abilities that once active, they will remain active.

01:25.930 --> 01:33.160
So things that will constantly give the character perks or strengths as opposed to the offensive abilities

01:33.160 --> 01:37.240
which will be activated throughout the game by spending mana.

01:37.270 --> 01:43.030
Now notice at the very bottom we have what looks like something that we have in our overlay.

01:43.060 --> 01:45.430
This is our equipped abilities row.

01:45.460 --> 01:52.120
This shows us which abilities we currently have equipped, including offensive and passive abilities.

01:52.150 --> 01:58.720
Now, this is not exactly the same as what's in our overlay because this widget is going to have much

01:58.720 --> 02:00.050
more capabilities.

02:00.070 --> 02:05.340
You see, I'd like the capability of reassigning abilities to different inputs.

02:05.350 --> 02:09.190
Switching from left mouse button to right mouse button and so on.

02:09.280 --> 02:12.490
I'd like to be able to switch them around and change them.

02:12.490 --> 02:16.520
This is an important feature that I thought would be worth covering.

02:16.540 --> 02:22.600
So this row down here is going to have more features than appears at face value.

02:22.630 --> 02:25.070
Notice at the top we have spell points.

02:25.090 --> 02:30.580
Now we've been talking about spell points and how we're going to earn them when leveling up.

02:30.610 --> 02:37.060
Now we're about to see how these spell points can be functional as our spell menu will have a spend

02:37.060 --> 02:43.540
point button and the spend point button is going to allow us to spend points on abilities.

02:43.690 --> 02:46.450
Now we will discuss more about what that means.

02:46.450 --> 02:50.480
But when spending points, I want two main features.

02:50.500 --> 02:56.770
One is I'd like the concept of locked abilities that we don't have yet, and as long as we're eligible

02:56.800 --> 03:01.060
to meet the level requirement for a given ability, we can spend a point on it.

03:01.060 --> 03:03.910
Then we can equip it to unlock it.

03:03.940 --> 03:10.150
Another feature is that I'd like to be able to upgrade abilities so if we've already unlocked an ability,

03:10.150 --> 03:15.570
I'd like to be able to spend a spell point to upgrade that ability to its next level.

03:15.580 --> 03:19.450
So individual abilities will have their own ability levels.

03:19.570 --> 03:24.280
This allows us to take advantage of gases built in ability level feature.

03:24.430 --> 03:27.280
Notice we have an equip spell button as well.

03:27.280 --> 03:35.530
So as spells are unlocked, they now become eligible for equipping and we can equip them to whichever

03:35.530 --> 03:37.060
input that we like.

03:37.300 --> 03:41.920
So we're going to need a way to select abilities by clicking on them.

03:41.920 --> 03:49.060
And with a selected ability, we can then equip with our equip button and select from among our equipped

03:49.060 --> 03:53.890
abilities row at the very, very bottom which input to assign it to.

03:54.130 --> 03:57.370
Now what are these two boxes here on the right?

03:57.400 --> 03:59.710
Well, I'd like a spell description.

03:59.740 --> 04:06.340
Usually a spell menu has some way to inform the user what each ability is going to do.

04:06.760 --> 04:11.190
Otherwise, there'd be no incentive to unlock or upgrade the ability.

04:11.200 --> 04:15.190
So the spell description tells us a little bit about the ability.

04:15.220 --> 04:19.900
Perhaps some of the stats involved such as mana cost and damage caused.

04:19.900 --> 04:27.100
And I'd like a second description box that will describe what the ability does at its next ability level.

04:27.130 --> 04:34.260
Again, this is incentivizing the user to want to upgrade the ability and not just ignore that ability.

04:34.270 --> 04:38.980
If there's a temptation to spend ability points on one ability to upgrade it.

04:39.010 --> 04:41.480
Then there now becomes a choice.

04:41.500 --> 04:47.470
Does the user upgrade their current abilities or spend a spell point to unlock abilities that are now

04:47.470 --> 04:49.300
eligible for unlocking?

04:49.450 --> 04:54.160
I feel like these are all features for a spell menu that are relatively serious.

04:54.160 --> 04:55.900
RPG must have.

04:55.930 --> 05:01.660
Now of course, there are RPGs that have spell menus that are much more complex than this.

05:01.810 --> 05:06.250
So again, I had to make a compromise without going too complex.

05:06.250 --> 05:06.430
But.

05:06.480 --> 05:10.350
It also giving this game the spell menu that it deserves.

05:10.380 --> 05:16.380
Also, the features covered in this spell menu are expandable, so I feel like we'll be covering enough

05:16.380 --> 05:23.940
information to equip you with what you need to make those more complicated spell menus for the RPG projects

05:23.940 --> 05:25.260
you're working on.

05:25.500 --> 05:31.770
So now that we know what our spell menu is going to contain, it's time to create the spell menu, widget

05:31.770 --> 05:34.680
and all associated widgets that will go into it.

05:34.680 --> 05:40.510
And then we'll work on making this spell menu functional so that we can handle our gameplay abilities.

05:40.530 --> 05:43.890
And of course this comes with the need for more abilities, right?

05:43.920 --> 05:46.710
We have one offensive ability, the Firebolt.

05:46.740 --> 05:52.950
We're going to need more so that we can make sure our spell menu works and also to make our game more

05:52.950 --> 05:53.820
exciting.

05:54.000 --> 05:58.330
So we'll begin making the widgets for our spell menu in the videos to come.

05:58.350 --> 05:59.640
I'll see you soon.
