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Spent some time this week working on streamlining and fixing some issues with the complicated spell casting system.  I'm trying to add the ability to have spell cooldowns, as well as some sort of system to tell you in realtime how much magic you use(which we already have) but also what spells you can cast based on your current input.  I like to revisit this every so often and make sure its as good as it can be.

I've also been going through making sure everyone has fall asleep animations.  Sleep is a spell/ability I think Meridiana needs to have, so I'm slowly adding it in one enemy at a time.  I have some early ideas about what might happen if the spell backfires, and I think that'd be something fun!

I've also been laying out the town.   I'm not gonna do a huge open world map, but it will be the town and a bit of the surrounding area.I've got the town layout pretty much how I want it ,(Based off a town in a western that I loved!)  but I still need to move it around and find the best location on the landscape for it.

That's what I wanted to go over this week, thanks for your support, and stay safe!

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Nes27

I like the way your thinking with the sleep spell/ability :) remember that when it comes to magic anything is possible so only limited by your imagination xD, btw about the magic activation I have a suggestion: What about press a button like tab then using wasd to cast spells and if you can add levels to the spells to make them more stronger/faster. If you can master the spell can add them quick slot 1-9 number for fast access?

Knickerpog

Big excite. The magic is already pretty neat, glad for the tweaks. And the game should be loads of fun even if you can't make it WL sized. They have like, a whole ass studio though, and you're doing some amazing work for a one man operation.