element-effects

Element Effects

Catalog of all 26 spell elements and their effects on physics and tiles.

Overview

Each element determines how a spell affects the game world. Elements are organized in a geometric structure (core, single-axis, double-axis, triple-axis) and combine through cancellation rules.

See Element System for structure and cancellation mechanics.

Effect Categories

Core Elements (1 element)

Properties: No directional component, neutral/null element.

Force Effects: ⚠️ TBD through spell system design.

Transformation Effects: ⚠️ TBD through spell system design.

Single-Axis Elements (6 elements)

Properties: Pure directional elements along three axes (hot/cold, kinetic/static, light/dark).

Force Effects: ⚠️ TBD - May provide basic force application.

Transformation Effects: ⚠️ TBD - Single-element transformation capabilities.

Double-Axis Elements (12 elements)

Properties: Combination of two axis components (e.g., hot+kinetic, cold+light).

Primary Duty: Most double-element spells provide BOTH force application AND tile transformations.

Force Types: ⚠️ NEEDS SPECIFICATION - Impulse vs velocity-set per element.

Transformation Effects: ⚠️ NEEDS SPECIFICATION - Tile type changes triggered by spell.

Triple-Axis Elements (6 elements)

Properties: Combination of all three axis components.

Primary Duty: Passive modifications to physics behavior.

⚠️ TODO: Triple-element spells will provide passive modifications to reactions and forces for their duration.

Design Intent: Global or area-of-effect modifiers to game rules while spell is active.

Examples (speculative): Modify force strengths, alter reaction rates, change timer behaviors.

Null/Core Element (1 element)

Properties: Absence of all axes, neutral element.

Special Role: ⚠️ TBD - May have unique mechanics or serve as cancellation result.

Force Application Methods

Impulse Forces

Method: Add velocity delta to current object velocity.

Application: Δv applied once when spell contacts object.

Use Cases: Push, pull, explosion effects.

Elements: ⚠️ NEEDS SPECIFICATION - Which elements use impulse method?

Velocity-Set Forces

Method: Directly replace object velocity with spell-specified value.

Application: Overrides current velocity entirely.

Use Cases: Wind, flow, directional movement effects.

Elements: ⚠️ NEEDS SPECIFICATION - Which elements use velocity-set method?

Mass Consideration

⚠️ NEEDS DISCUSSION: Do spell forces ignore mass (magical effects) or respect mass (physical forces)?

Impact: Determines if heavy objects respond same as light objects to spells.

Tile Transformation Effects

Double-Element Transformations

Trigger: When double-element spell activates on a tile.

Process: Tile type changes based on spell elements and current tile type.

Rule Source: Transformation rules defined per element combination.

⚠️ NEEDS SPECIFICATION: Complete mapping of element combinations to tile transformations.

Examples (speculative):

  • Fire element: Transform wood → burning wood → ash
  • Ice element: Transform water → ice
  • Earth element: Create/modify terrain

Integration with Reactions

Coordination: Spell transformations may interact with reaction system environmental effects.

Rule Separation: Spell-triggered transformations separate from physics-driven reactions.

See cross-referenceSpell Integration and cross-referenceReactions.

Passive Modifications (Triple-Element)

⚠️ TODO: Design passive modification system for triple-element spells.

Duration: Modifications active while spell is present.

Scope: May affect global rules or localized area.

Potential Effects:

  • Modify force strengths (amplify/dampen collision, cohesion, spell forces)
  • Alter reaction rates (speed up/slow down environmental reactions)
  • Change timer behaviors (faster burning, slower freezing, etc.)
  • Modify mass response (objects lighter/heavier under effect)

Element Catalog

⚠️ NEEDS COMPLETION: Catalog all 26 elements with specific effects.

Structure Reference

The 26 elements are organized as:

  • 1 Core (null)
  • 6 Single-axis (hot, cold, kinetic, static, light, dark)
  • 12 Double-axis (all pairwise combinations of opposite axes)
  • 6 Triple-axis (hot/cold + kinetic/static + light/dark combinations)
  • 1 Null (three cancellations)

See Element System for complete structure and cancellation rules.

Design Considerations

Element Distinctiveness

Goal: Each element should feel unique and have clear gameplay identity.

Balance: Elements should be roughly balanced in power/utility.

Synergy: Element combinations should create interesting strategic choices.

Force Magnitudes

Tuning: Force strengths will require gameplay testing and iteration.

Configuration: Expose force values as tunable parameters.

Variation: Different elements may have different force strengths for balance.

Transformation Design

Clarity: Players should understand what each element does to tiles.

Consistency: Similar elements should have thematically consistent effects.

Balance: Transformation effects balanced against force effects for double-elements.

Integration Points

Spell System

Element System - Structure and cancellation rules

Spells and Runes - How elements are cast and combined

Physics Integration

cross-referenceSpell Integration - How elements affect physics layer

cross-referenceReactions - Interaction with reaction system

Implementation Status

Current State: Structure defined, specific effects TBD through design process.

Next Steps:

  1. Define force type (impulse/velocity-set) for each element
  2. Specify force magnitudes for gameplay testing
  3. Design tile transformation rules for double-elements
  4. Design passive modification system for triple-elements
  5. Iterate through playtesting and balance