From The Mana World

Hex Sphere System

Introduction to Hex Sphere System

About HSS

The author of the HSS concept is Krzysztof Daszuta (irukard@gmail.com). All documentation is licensed under the GNU General Plublic License v2 with reservation that any implementation of this idea is derived work and according the license should be distributed under the same conditions. In another case, please contact the author asking for a commercial license.

Many people probably remember the sleepless nights spent on playing the Final Fantasy series. In each part of the Final Fantasy, system of magic and skill is fundamentally different. Sometimes differs in some details, in other cases it's drastically different - based on a completely different rules, even spited from the old mechanics of which by a number of factors we could get used to. As the series of games, under one sign, FF is an excellent material that can be used as model to follow.

Hex Sphere System is the result of such analysis - is also a proposal for solving skills system (including magic), in way that the new system would be nontrivial and does not lead to the creation of characters that can do everything. The system forces profiling towards one or maybe two elements - whether it is a magic defensive, offensive, support or manufacturing skills, etc.

HSS-Crystal-overview.png

Skills (including magic) are stored in Crystals with hexagon base. The idea is similiar to well known Materia from FF7. The crystal is just a container with following features:

  • type (name of skill)
  • element (or absence of one)
  • level (and of course EXP)

With crystal level also changes some other features such as:

  • shape (amount of hex on Hex Sphere)
  • sphere base requirements (soil profile)
  • static neighborhood influence
  • resonances - direct, neighborhood and global

The level of the crystal determines the strength (power) of a given skill. Modifies cast time, and the amount of mana consumed, etc. Generally accepted principles of skills mechanics are typically in most cases here.

In order to use a spell or skill crystal must be placed on the sphere. Crystal is just an ordinary object and can be sold / bought (except for crystals permanently linked with the owner - Soul Bind). When the crystal accumulates enough experience to the next level, it will no longer get experience and provides the option of raising it's level. This procedure is for the sake of economy of the game, if necessary, can be fraught with the likelihood of destruction of the crystal. But in current version it's unlikely to destroy crystal with LV UP procedure.

Every use of the crystal profiles the base of Sphere. Any use of it slightly shifts sphere in the direction of crystal's element. Consequently, the longer we use crystal in one place the better the results you get. The sphere interacts with the crystal, higher soil element level translates directly in better crystal performance. This rule also applies in the opposite side. If the crystal is placed on the "hostile" fields on sphere, the environment it affects it in a negative way - increasing mana consumption, extending cast time and reducing its effectiveness.

Hex Sphere

Sphere in HSS consists of 61 logically interconnected hexagons that what is important in case of need to build much more complex system may be extended for another few or even dozens. As the player gains more experience through crystals usage - the overall level of sphere rises. It should be noted that the sphere has its own level, completely independent of the level of player. If player does not use any skills at all, the LV of Sphere remains the same.

HSS-HexSphere-LevelingUP.png

The level of the sphere determines the amount of unlocked fields. Unlocking occurs according to the scheme shown in the figure. Spiral in a clockwise direction. This is the optimal way to ensure a satisfactory number of fields and limiting the ability to use high-level skills at a relatively low sphere level. Each field contains a information about the current element profile.

HSS-HexSphere-Properties.png

Elements

Profiling sphere ground

Born of new crystal

Blank Crystals

Skill Orbs

Augmentation

Rebirth of crystal

Crystal on sphere

Injecting

Ejecting

Crystal development

Leveling up

Static neighborhood influence

Resonance

Direct

Neighborhood

Global

Modifiers

Fixed element modifier

Fixed cast time modifier

Fixed exp modifier

Fixed MP consumption modifier

Fixed uninterrupted cast modifier

Fixed resonating modifier

Temporary modifier

Paths of crystal development

Soul bind

Character independent

Change of development path

Merging different crystals

Crystal Overload

Base level

Extended level

Advanced level

Permanent crystal damage

Regeneration of cracked crystal

via NPC

self regeneration

in exchange for crystal EXP

Case Study

Technical implementation

Needed objects and items

Algorithms and formulas

Database structure

Proposed graphical solutions

Proposed usage of Python Stackless IO

Economical analysis

Build in Money Sinks