Hey guys,
This update is more of a opinion poll. Currently I am working on the behavior of elemental techniques when they interact in combat. The basic idea is that all elements are stronger and weaker against each other. I decided to stick with the basic 5 elements, while having possible subtypes which are created by mixing two (or possible more) of the 5.
I currently 3 have possible elemental charts:
I hope I can get some input from you. You are free to suggest any combination you like including completely different elements and combinations. Once I have enough feedback from you, I promise to post some media about the techniques.
Thanks!
the first one is definetly the best possibility, though it makes water overpowered and air hardest element, it makes most sense....
exactly my thought, makes things a little bit more complex. There is still an asymmetrical balance (haha just made up that word) since in the end the weakest element still beats the strongest.
The middle one is the correct one. And for subtypes u can just figure them out your self ect.: air+fire, air+water ,water+lighting ,fire+earth water+earth...and so on if u add another one u can get even beter. I had this idea on other game i had a chance to work on but the development stoped...
I don't think there is a "correct" one. I know that the middle one has been used somewhere else, but the bottom one makes more sense to me. Lightning does rip through air resulting in sound/sonic. Why should Lightning defeat earth? It gets neutralized by eat imo. That's why it makes more sense to me to switch them, so that Lightning beats water as water spreads electricity naturally.
As for subtypes, I have figured them out, but it really doesnt depend on the relation of the elements as two unrelated elements could still produce a subtype (fire+earth = lava).
Thanks for commenting!
With correct i mean it is used in Naruto. Air wins against lighting. There is episode were Kakashi explains everything.
Just google Katon Futon Raiton Doton Suiton
Middle option makes the most sense and is used in almost every anime/game that has some kind of "Elements" theme. Check out Naruto for example.
Hmm apart from Naruto, where else is it used?
In my opinion 3rd one is the best, because lighning gets grounded by earth, earth is blowed by air, fire takes air to burn, water extinguish fire and lightning shocks water. That's how I see it.
3rd makes sense I give my vote for it.
3rd does make sense, so i vote for it
@Takaneshi,@mobididikas, @AAAStudios
Yea that's what I thought, thanks for the feedback guys.
third is the best i reckon :)
In the traditional five elements or pentagram, there is no Ligtning element, instead it is usually refered to as Eather, Metal or Spirit and is black or silver in colour. Air is in fact Fire. Skin is Metal and when Metal meets Air/Fire the top layer Oxidises/Burns. This why the top layer of your skin is a different colour than the pink underneath and grazes sting because your skin is literally burning! So, I'd replace Air with the Wood element as you already have Fire.
Also, The Five Elements have a contructive and destructive cycle.
Contructive being the circle that goes round the outside; Wood creates Fire, Fire creates Earth, Earth creates Metal, Metal creates Water, Water creates Wood.
The destructive cycle is the five pointed star that crosses the circle; Metal chops Wood, Wood drains Earth, Earth muddies Water, Water extinguishes Fire, Fire melts Metal.
I have an image showing all this if you want it for reference. This is how the Five Elements works in real-life when it comes to occult magik but your game is a fantasy set in another world so the Five Elements could work differently as in Naruto. So anyway I hope this adds to your understanding of it, whatever you choose to go for.
Have you seen Coda?.. It's a UDK game that uses and elemental combat system too, might be worth checking out.
Oh, and Good Luck with the project, I really like the concept so far.
Thanks for your comment. That reference image would be great!
Yea I tried coda some time ago, but I want to go in a little bit different direction, by actually making the elements react and create new (unexpected) combinations with additional affect. That would require the player to think beyond his own and his enemies attack. He must anticipate the possible reactions of the subelements and the side-effects of them. At least thats how I want it to work, which can be subject to change at any time :)