Changes for page Player Character
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 4.1
edited by Alexandros Mloukie
on 2025/12/14 18:25
on 2025/12/14 18:25
Change comment:
There is no comment for this version
To version 8.3
edited by Alexandros Mloukie
on 2025/12/14 19:21
on 2025/12/14 19:21
Change comment:
Added tag [Game Design]
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -1,0 +1,1 @@ 1 +Technical Design|Game Design - Content
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... ... @@ -9,7 +9,152 @@ 9 9 * Equipment Integration 10 10 * The Player Character's Core Attributes 11 11 12 -(% class="box errormessage" %)12 +(% class="box warningmessage" %) 13 13 ((( 14 - image:icon:comment All numerical values, parameters, and states will be defined at a later date. 14 + [[image:icon:comment]] All numerical values, parameters, and states will be defined at a later date. 15 15 ))) 16 + 17 +== 0.1 - Disclaimer == 18 + 19 +This document lacks complete tables of effects, numbers, and more. This is deliberate due to the current state of development. The assignee to this task is free to apply any values, effects, and other unspecified elements they desire, or contact {{mention reference="XWiki.AdamDesign" style="FULL_NAME" anchor="XWiki-AdamDesign-wmrx41"/}} to get further guidelines. 20 + 21 +== 0.2 - Terminology == 22 + 23 +(% class="table-bordered" %) 24 +(% class="active" %)|=(% style="width: 168px;" %)Term|=(% style="width: 995px;" %)Meaning 25 +|(% style="width:168px" %)PC|(% style="width:995px" %)Player Character 26 + 27 +---- 28 + 29 += 1 - Overview = 30 + 31 +The PC represents the central gameplay entity. Its functionality is determined via three interconnected systems: 32 + 33 +(% class="table-bordered" %) 34 +(% class="active" %)|=System|=((( 35 +Purpose 36 +))) 37 +|Exoskeleton|Governs core player attributes, survivability, armor, and mobility. Modifies combat metrics through attribute scaling and Module upgrades. 38 +|Weapon Systems|Defines offensive capabilities and baseline combat values. Provides base combat metrics. 39 +|Equipment System|Manages auxiliary items, and inventory parameters. Provides passive modifiers and capacity management. 40 + 41 +---- 42 + 43 += 2 - The Exoskeleton System = 44 + 45 +== 2.1 - General Description == 46 + 47 +The Exoskeleton system is a **permanent augmentation layer** integrated to the PC. It consists of multiple **Modules**, each responsible for a distinct gameplay domain. Modules cannot be replaced or unequipped. Each Module can be upgraded to enhance its attributes within predefined progression limits. 48 + 49 +== 2.2 - Exoskeleton Modules == 50 + 51 +(% class="table-bordered" %) 52 +(% class="active" %)|=(% style="width: 125px;" %)Module|=(% style="width: 215px;" %)Function Domain|=(% style="width: 823px;" %)Description 53 +|(% style="width:125px" %)Core Module|(% style="width:215px" %)Vitality & Power Management|(% style="width:823px" %)((( 54 +Defines maximum HP, stamina capacity, and upgrade level limits for all other modules. 55 +))) 56 +|(% style="width:125px" %)Right Arm Module|(% style="width:215px" %)Strength & Physical Interaction|(% style="width:823px" %)Governs melee combat output, environmental object manipulation, and strength-based actions (e.g. resource extraction) 57 +|(% style="width:125px" %)Left Arm Module|(% style="width:215px" %)Spells & Magic|(% style="width:823px" %)Gauntlet allowing the execution of predefined spell actions or energy discharges. It affects spell count and potency depending on module upgrades. 58 +|(% style="width:125px" %)Legs Module|(% style="width:215px" %)Mobility|(% style="width:823px" %)Controls movement speed, jump height, and stamina consumption per movement action. Determines traversal efficiency. 59 +|(% style="width:125px" %)Armor Module|(% style="width:215px" %)Protection & Resistance|(% style="width:823px" %)((( 60 +Defines damage mitigation, physical resistance, and subsystem durability. Segmented into head, torso, arms, and legs, with each segment capable of being damaged and repaired individually. 61 +))) 62 + 63 +== 2.3 - Module Upgrade Logic == 64 + 65 +Module upgrades follow the rules delow: 66 + 67 +* Each Module has an **Upgrade Tier** 68 +* Upgrades improve Module attributes (e.g. speed, power output, resistance) 69 +* Upgrades require resources and access to dedicated upgrade facilities 70 +* Module upgrades do not alter module identity or type 71 +* Core Module tier determines the maximum allowed tier for all other modules 72 + 73 +---- 74 + 75 += 3 - Technical Specifications = 76 + 77 +== 3.1 - Player Data == 78 + 79 +(% class="table-bordered" %) 80 +(% class="active" %)|=Variable|=Type|=Description 81 +|MainHealth|{{success}}Float{{/success}}|Total health pool. Defined by the Core Module 82 +|L_ArmStats|{{info}}Limb Struct{{/info}}|The [[health and state>>doc:||anchor="LimbStruct"]] of the left arm 83 +|R_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the right arm 84 +|LegStats|{{info}}Limb Struct{{/info}}|The health and state of the legs 85 +|Stamina|{{success}}Float{{/success}}|Resource used for traversal and combat 86 +|MaximumLoad|{{success}}Float{{/success}}|The maximum combined weight of items the player can carry in their inventory 87 +|Hunger|{{success}}Float{{/success}}|Requirement for the PC to stay alive. Depletes over time 88 +|Thirst|{{success}}Float{{/success}}|Requirement for the PC to stay alive. Depletes over time 89 + 90 +=== 3.1.2 - Limb States === 91 + 92 +The following enumeration defines the collection of states a limb can be in: 93 + 94 +(% class="table-bordered" %) 95 +(% class="active" %)|=State|=Description 96 +|Healthy|Limb operates normally 97 +|Damaged|Limb has reduced effectiveness (e.g. slower movement speed, weaker attacks) 98 +|Disabled|Subsystem inoperable (e.g. a broken leg will disable sprinting). Also applies the Damaged state's effects 99 + 100 +=== 3.1.3 - Limb Struct{{id name="LimbStruct"/}} === 101 + 102 +The following struct's data is used to define the health and state of an individual limb: 103 + 104 +(% class="table-bordered" %) 105 +(% class="active" %)|=Variable|=Type|=Description 106 +|LimbHealth|{{success}}Float{{/success}}|The health value of an individual limb 107 +|LimbState|{{success}}Enum - Limb States{{/success}}|The state of the current limb based on its health 108 + 109 +---- 110 + 111 += 4 - Weapon System Integration = 112 + 113 +The Weapon system defines the baseline combat parameters, such as damage, attack wind-up, penetration, and more. The Exoskeleton system applies **scaling modifiers** to those parameters according to the respective Module's level. 114 + 115 +(% class="box warningmessage" %) 116 +((( 117 +[[image:icon:comment]] The final numbers will be decided when the appropriate documentation is released. 118 +))) 119 + 120 +---- 121 + 122 += 5 - The Equipment System = 123 + 124 +== 5.1 - Amulet Slots == 125 + 126 +The PC can install **Amulets**, which provide passive or active effects. The carrying capacity of Amulets depends on the Core Module's level. 127 + 128 +== 5.2 - Inventory Structure == 129 + 130 +The PC's Inventory has a rectangular shape made up of individual square cells. Inventory capacity is defined via two parameters: 131 + 132 +(% class="table-bordered" %) 133 +(% class="active" %)|=Parameter|=Purpose 134 +|Item Size|Defines the size of the item (e.g. 2x2, 3x6 etc.) 135 +|Item Weight|Contributes to the current load the player is carrying, and affects [[Stamina efficiency>>doc:||anchor="WeightImpact"]] 136 + 137 +To be able to acquire an item the following conditions **must** be met: 138 + 139 +* The weight of the item, added to the current total weight within the PC's inventory, must not exceed the MaximumLoad 140 +* The new item must fit inside the inventory without overlapping with other items 141 + 142 +== 5.3 - Weight Impact{{id name="WeightImpact"/}} == 143 + 144 +The following table shows the relation between the current percentage of weight within the PC's inventory, to its impact on mobility: 145 + 146 +(% class="table-bordered" %) 147 +(% class="active" %)|=Load|=Impact 148 +|Light Load|Full movement speed, full stamina regeneration 149 +|Medium Load|Movement speed and stamina regeneration are reduced by 10% 150 +|Heavy Load|Movement speed and stamina regeneration are reduced by 30% 151 +|Overloaded|Movement is restricted. Sprinting and Jumping are disabled 152 + 153 +---- 154 + 155 += 6 - Progression Framework = 156 + 157 +* PC progression is tied to Exoskeleton Module Upgrades and Weapons 158 +* Resources are allocated to Modules rather than attributes directly 159 +* Upgrading the Core Module increases the overall capacity for Amulets and the maximum possible value of other Modules 160 +* Module upgrades unlock passive bonuses (e.g. reduced stamina use, faster repair rate, etc.)