Wiki source code of Crafting System
Version 1.1 by Alexandros Mloukie on 2026/01/15 18:06
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| author | version | line-number | content |
|---|---|---|---|
| 1 | = 0 - Introduction = | ||
| 2 | |||
| 3 | The system revolves around player-crafted & player-wielded weapons. Weapons and enemies define** what** they do and **when** they do it. A targeting mechanic inspired by **Mordhau** provides readable yet deep combat. It supports encounters with **multiple** enemies (not full hordes), maintaining clarity & intent. | ||
| 4 | |||
| 5 | == 0.1 - Disclaimer == | ||
| 6 | |||
| 7 | Hereby document is not completed. Further development of document requires validation by prototyping. | ||
| 8 | |||
| 9 | = 1 - Damage Delivery = | ||
| 10 | |||
| 11 | == 2.1 - Targeting == | ||
| 12 | |||
| 13 | Each enemy actor contains a Reference Component within its class structure. Targeting is an automatic, 3-step process with the goal of selecting a reference component as the current target. | ||
| 14 | |||
| 15 | (% class="table-bordered" %) | ||
| 16 | (% class="active" %)|=Step|=Description | ||
| 17 | |Visibility Check|To be considered a target, enemy reference points must be visible and not obstructed by any collider. | ||
| 18 | |Range Check|The system verifies if the distance to the component is **smaller or equal to** the **current weapon's range times two**. | ||
| 19 | |Crosshair Proximity Check|From the previously filtered components, the system selects the target based on crosshair proximity to the reference points. | ||
| 20 | |||
| 21 | The parent of the selected component is set as the current target. | ||
| 22 | |||
| 23 | == 1.2 - Types of Attacks & Selection == | ||
| 24 | |||
| 25 | Selecting an attack is based on the relative position of the crosshair to the target's Reference Component. |