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    Potions System

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    Jace
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    Potions System Empty Potions System

    Post  Jace Sun Oct 07, 2012 1:15 pm

    This is a simple system that I think could be implemented into the game:

    How to learn potions: Books
    Potions for 1st and 2nd Years- buy from Diagon Alley
    Potions for 3rd and 4th Years- buy from Diagon Alley
    Advanced Potions (5-7th Years)- buy from Diagon Alley
    Basic Potions- Read in the library
    Dark Potions- Restricted Section in library? Hogwarts Graduate?

    1) So you open a book and it gives you the Ingredients and Instructions
    For example:
    Basic HP Potion - Restores 50% of your HP
    Ingredients: Dittany, Asphodel, Eye of Newt
    Instructions: 1) Add all three Ingredients 2) Mix clockwise

    2) Then you go to the potions room and find an empty cauldron.
    Each cauldron could have 5 verbs:
    Add ingredient- adds any item to the cauldron
    Stir clockwise- stirs clockwise
    Stir counterclockwise- stirs counter clockwise
    Empty- Empties the cauldron allowing you to start over
    Take- take the potion you made, empties cauldron and adds item to your inventory

    3) so you would probably need a bunch of If else statements
    If (dittany + Asphodel + NewtEye + clockwise)
    "You have created an HP potion"
    take verb becomes vailable
    Else
    "Your potion didn't work"


    4) You could buy items from the apothecary in Diagon. Rare items for more powerful potions are more expensive. Some item you get in the world, some from quests?

    5) The potions can be as complicated or simple as you want

    Potion Ideas:
    HP restore (25%, 50%, 100%)
    MP restore (25%, 50%, 100%)
    Poison - make a verb so they can add to any food in the game, if a players eats it they lose HP
    Lethal Poison- player gets a message saying they are going to pass out in 10 seconds
    Bezoar- if a player eats this before passing out they won't die
    Defense, Attack, Magic improvements for a set amount of time.

    Ingredient Ideas:
    check the HP wiki
    Sev
    Sev
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    Potions System Empty Re: Potions System

    Post  Sev Sun Oct 07, 2012 1:34 pm

    Love this Jace.

    On top of this, there could also be spells which you can cast on potions to enhance, reduce or counteract their abilities.

    For example, if the potion was poisonous, you could cast a spell which would act as an antidote. Alternatively, you could turn healthy potions in to death traps.
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    Dean
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    Potions System Empty Re: Potions System

    Post  Dean Sun Oct 07, 2012 3:26 pm

    That sounds great! : D
    Maybe the dark potion could be exclusive to the Death Eaters and the Aurors could have an alternative "Perk".
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    Rotem
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    Post  Rotem Thu Oct 11, 2012 12:09 am

    I'm not going to like any HP based potions idea Neutral

    One day the game will be only about MAGIC not HP.
    There's so much more to explore than just what Harry Potter shows in the movie/books.


    So let's look at 2 things.

    First, ELDER SCROLL GAMES:
    You basically have ingredients when each ingredient has different effects, you mix them you get a potion.

    Second thing, REAL LIFE:
    When you want a potion system, my head first thinks of Chemistry, if you've ever played SS13 it's a good example.
    I want people to mix stuff up and explore potions and possibilities on their own like little scientists.

    Basically items should have reactions, you mix them together, boom something happens.
    It doesn't have to be only potions either, this can be developed into a gigantic magical science topic.


    I basically want people to be creative and give them a large range of possibilities to explore, by creating an environment with rules I allow them to do just that but I can not allow "fixed" things.

    For example, if I say there's 1 way to do HP potion, it's a fixed thing, it kills down a lot of possibilities.
    But by allowing certain items to have healing attributes I allow people to create more than 1 type of healing potion (Code wise this requires less code and produces more options).
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    Jace
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    Post  Jace Thu Oct 11, 2012 4:07 pm

    Thanks for replying Rotem.

    When I was thinking of the system, I actually thought of the Elder Scrolls games. I like the idea of ingredients having properties allowing for a for dynamic system and allowing exploration. Does this mean that every combination will do something? I assume some combinations will just.. explode in the cauldron or something? Also the entire system does not need to be based on HP, that was just one example I used.

    Also while I am not sure how a game could be completely void of HP, I really like the idea. I like the idea of completing quests, exploring, and creating being the purpose of the game. Mainly, I like it because it is unique and NEW. I have really enjoyed the fact that you are experimenting with new ways of playing the game (even if things like the layout aren't perfect yet).

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