Crafting System

Last modified by Alexandros Mloukie on 2026/01/15 18:14

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

1.1 - 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.

StepDescription
Visibility CheckTo be considered a target, enemy reference points must be visible and not obstructed by any collider.
Range CheckThe system verifies if the distance to the component is smaller or equal to the current weapon's range times two.
Crosshair Proximity CheckFrom 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