OHMYGODSOMEBODYREPLIED
You guys have spells in mind, right? Standard AOE healing, fireballs, maybe blocking mana from use in other mages with a blocking spell, stuff like that.
Well, I have a heckload of ideas. In fact, I have prepared a "sketch" of 6 classes and their spells. One class - Elemental Mage - was meant to be completely offensive class, while 6 others are for defensive, tactical and support purposes, with spells like portals, which are implemented, traps, curses, buffing auras, curses and even turning target to sheep. The catch is, that some of those spells have chance to get a critical failure effects - for example, target not being transformed into a mentioned ship, but into a hellborn, murderous ram. I also wanted to make system a bit familiar to the one in GOIO, I mean - you are choosing 3 spells from your class and 1 from other spells.
Ideas of the others are rather physic based, like telekinesis, or so-called "Blink", allowing you to teleport right into the direction you want. They also want to provide level-based progressing of abilities.
But, well. My ideas were not put into consideration so far. Maybe because my idea of gameplay was a bit different (I wanted to make something like GOIO - I mean, team-based cooperation FPS, mostly focused on tactics, they wanted a fast-paced FPS with mages), or maybe because we only had 7 days to create the game. ^^
So far player is provided with 4 spells:
1. Fireball (we haven't got time to put incineration as a side effect)
2. Iceball (slows targets hit for quite a long time)
3. Thunderbolt (powerful spell requiring direct hit
4. Portal spell (they work exactly as in the game Portal)
Well, in fact you can read README file included in the package with install wizard for some further info. ^^
Also, you should be able to choose which color mage you are, but it shouldn't be affected by the team you're on. Although it would probably include a bunch of code saying if this spell is taken and this many games are played with it, it would make the game look cooler aesthetically. At first as a normal mage you could pick a color, and as you specialized your uniform would dynamically change like a fire mage having scorch marks and a tint of orange in your character.
Yes, we planned that.
Unreal Development Kit make such things possible, which is good.
But honestly, we barely set this prototype we have now in 7 days. In fact, Kacpi (chief of our team) uploaded this game, like, 16 seconds before the absolute deadline. XD As I mentioned before, we haven't figured out so far how to put model of our mage into game yet.
However. How do you like it?