Changes for page Player Character
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 9.1
edited by Alexandros Mloukie
on 2025/12/16 20:57
on 2025/12/16 20:57
Change comment:
There is no comment for this version
To version 6.1
edited by Alexandros Mloukie
on 2025/12/14 19:01
on 2025/12/14 19:01
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,0 @@ 1 -Technical Design|Game Design - Content
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... ... @@ -79,7 +79,7 @@ 79 79 (% class="table-bordered" %) 80 80 (% class="active" %)|=Variable|=Type|=Description 81 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 arm82 +|L_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the left arm 83 83 |R_ArmStats|{{info}}Limb Struct{{/info}}|The health and state of the right arm 84 84 |LegStats|{{info}}Limb Struct{{/info}}|The health and state of the legs 85 85 |Stamina|{{success}}Float{{/success}}|Resource used for traversal and combat ... ... @@ -97,7 +97,7 @@ 97 97 |Damaged|Limb has reduced effectiveness (e.g. slower movement speed, weaker attacks) 98 98 |Disabled|Subsystem inoperable (e.g. a broken leg will disable sprinting). Also applies the Damaged state's effects 99 99 100 -=== 3.1.3 - Limb Struct{{id name="LimbStruct"/}} ===100 +=== {{id name="LimbStruct"/}}3.1.3 - Limb Struct === 101 101 102 102 The following struct's data is used to define the health and state of an individual limb: 103 103 ... ... @@ -105,53 +105,3 @@ 105 105 (% class="active" %)|=Variable|=Type|=Description 106 106 |LimbHealth|{{success}}Float{{/success}}|The health value of an individual limb 107 107 |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 new item must fit inside the inventory without overlapping with other items, even if the MaximumLoad is exceeded. 138 - 139 -== 5.3 - Weight Impact{{id name="WeightImpact"/}} == 140 - 141 -The following table shows the relation between the current percentage of weight within the PC's inventory, to its impact on mobility: 142 - 143 -(% class="table-bordered" %) 144 -(% class="active" %)|=Load|=Impact 145 -|Light Load|Full movement speed, full stamina regeneration 146 -|Medium Load|Movement speed and stamina regeneration are reduced by 10% 147 -|Heavy Load|Movement speed and stamina regeneration are reduced by 30% 148 -|Overloaded|Movement is restricted. Sprinting and Jumping are disabled 149 - 150 ----- 151 - 152 -= 6 - Progression Framework = 153 - 154 -* PC progression is tied to Exoskeleton Module Upgrades and Weapons 155 -* Resources are allocated to Modules rather than attributes directly 156 -* Upgrading the Core Module increases the overall capacity for Amulets and the maximum possible value of other Modules 157 -* Module upgrades unlock passive bonuses (e.g. reduced stamina use, faster repair rate, etc.)