I have spent a good 12,000 lines of code basically making the visual and property effects of my magic system while retaining the most amount of optimization I can. It turned out well and I can make pre-made spells, but it isn’t as versatile as I want it to be, and it also requires players to know code in order to make a spell, but that isn’t what I want.
I want to be able for players to make spells, and pass it down to others through spellbooks or some other form, which the spellbooks I have covered actually. I want my spellcrafting system to be advanced and be able to range from Total Annihilation Spell from STVFOE and Scarlet Witch’s Chaos magic all the way to Harry Potter’s verbal and Lord of the Rings magic. Basically everything under the sun, up to player creativity. To achieve this, I often looked at people’s r/worldbuilding posts discussing and regarding how creating magic and magic spells work. A lot of them are simply impossible to present in a game or extremely design intensive, such as using very advanced math and code to construct spells. The main principle of spells are to make a task easier to do.
Guiding mechanics of the system are:
The more time, effort, and resources that are put into a spell, the more effective it will be and the more advanced tasks it can be. Intelligently designing the spell will make it even more efficient.
How would I make a magic system this versatile? Is it even feasible? I’m more than willing to put the extreme effort into it.
I also don’t care about player experience. My magic system is supposed to be hard, and if they cannot handle that, they can use premade spells. This is mainly for me, as it is a passion project.