Crafting System
0 - Introduction
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.
0.1 - Disclaimer
Hereby document is not completed. Further development of document requires validation by prototyping.
1 - Damage Delivery
2.1 - Targeting
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.
| Step | Description |
|---|---|
| Visibility Check | To be considered a target, enemy reference points must be visible and not obstructed by any collider. |
| Range Check | The system verifies if the distance to the component is smaller or equal to the current weapon's range times two. |
| Crosshair Proximity Check | From the previously filtered components, the system selects the target based on crosshair proximity to the reference points. |
The parent of the selected component is set as the current target.
1.2 - Types of Attacks & Selection
Selecting an attack is based on the relative position of the crosshair to the target's Reference Component.