Description | It could be interesting, and aid in immersion to add new particle effects to spells depending on what time period you're in. This would be especially applicable in more extreme environments, temperature wise. Example being, casting a water spell in lava flats or desert segments, could produce a steam effect and have the projectile more short lived. It wouldn't quite make the spell useless, but it would add more of a feeling like you've really suddenly stepped into a hot, dry desert. Lava flats might be more humid, which would cause different water evaporation behavior. And that only covers water. Electricity spells could ionize dust particles and behave erratically, in swamps maybe the thick air and plentiful water makes water and wood spells work better. Etc.
Expanding that out, one other thing I've noticed is when I reach a new tier of spells, I tend to stick with the same class that seems to generally "work" for my playstyle, changing very infrequently, if at all. This might add an additional layer of planning and spell usage, depending on something more than expected monsters and whatnot. I like the current spell system quite a lot, so I'm not really saying this as an "overhaul". But it could be curious, how it all branches out both immersion / aesthetically, and gameplay wise with a small element like this put into the mix.
-Attached screenshot, though it isn't really necessary. Such a spell could have a subtle steam effect. |
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