Player Character

Version 8.1 by Alexandros Mloukie on 2025/12/14 19:20

0 - Introduction

This document defines the Player Character architecture and its core gameplay systems. It describes:

  • The Exoskeleton system
  • Exoskeleton Modules
  • Player Progression
  • The Weapon System
  • Equipment Integration
  • The Player Character's Core Attributes

 comment All numerical values, parameters, and states will be defined at a later date.

0.1 - Disclaimer

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 @Adam Janus  to get further guidelines.

0.2 - Terminology

TermMeaning
PCPlayer Character

1 - Overview

The PC represents the central gameplay entity. Its functionality is determined via three interconnected systems:

System

Purpose

ExoskeletonGoverns core player attributes, survivability, armor, and mobility. Modifies combat metrics through attribute scaling and Module upgrades.
Weapon SystemsDefines offensive capabilities and baseline combat values. Provides base combat metrics.
Equipment SystemManages auxiliary items, and inventory parameters. Provides passive modifiers and capacity management.

2 - The Exoskeleton System

2.1 - General Description

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.

2.2 - Exoskeleton Modules

ModuleFunction DomainDescription
Core ModuleVitality & Power Management

Defines maximum HP, stamina capacity, and upgrade level limits for all other modules.

Right Arm ModuleStrength & Physical InteractionGoverns melee combat output, environmental object manipulation, and strength-based actions (e.g. resource extraction)
Left Arm ModuleSpells & MagicGauntlet allowing the execution of predefined spell actions or energy discharges. It affects spell count and potency depending on module upgrades.
Legs ModuleMobilityControls movement speed, jump height, and stamina consumption per movement action. Determines traversal efficiency.
Armor ModuleProtection & Resistance

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.

2.3 - Module Upgrade Logic

Module upgrades follow the rules delow:

  • Each Module has an Upgrade Tier
  • Upgrades improve Module attributes (e.g. speed, power output, resistance)
  • Upgrades require resources and access to dedicated upgrade facilities
  • Module upgrades do not alter module identity or type
  • Core Module tier determines the maximum allowed tier for all other modules

3 - Technical Specifications

3.1 - Player Data

VariableTypeDescription
MainHealthFloatTotal health pool. Defined by the Core Module
L_ArmStatsLimb StructThe health and state of the left arm 
R_ArmStatsLimb StructThe health and state of the right arm
LegStatsLimb StructThe health and state of the legs
StaminaFloatResource used for traversal and combat
MaximumLoadFloatThe maximum combined weight of items the player can carry in their inventory
HungerFloatRequirement for the PC to stay alive. Depletes over time
ThirstFloatRequirement for the PC to stay alive. Depletes over time

3.1.2 - Limb States

The following enumeration defines the collection of states a limb can be in:

StateDescription
HealthyLimb operates normally
DamagedLimb has reduced effectiveness (e.g. slower movement speed, weaker attacks)
DisabledSubsystem inoperable (e.g. a broken leg will disable sprinting). Also applies the Damaged state's effects

3.1.3 - Limb Struct

The following struct's data is used to define the health and state of an individual limb:

VariableTypeDescription
LimbHealthFloatThe health value of an individual limb
LimbStateEnum - Limb StatesThe state of the current limb based on its health

4 - Weapon System Integration

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.

comment The final numbers will be decided when the appropriate documentation is released.


5 - The Equipment System

5.1 - Amulet Slots

The PC can install Amulets, which provide passive or active effects. The carrying capacity of Amulets depends on the Core Module's level.

5.2 - Inventory Structure

The PC's Inventory has a rectangular shape made up of individual square cells. Inventory capacity is defined via two parameters:

ParameterPurpose
Item SizeDefines the size of the item (e.g. 2x2, 3x6 etc.)
Item WeightContributes to the current load the player is carrying, and affects Stamina efficiency

To be able to acquire an item the following conditions must be met:

  • The weight of the item, added to the current total weight within the PC's inventory, must not exceed the MaximumLoad
  • The new item must fit inside the inventory without overlapping with other items

5.3 - Weight Impact

The following table shows the relation between the current percentage of weight within the PC's inventory, to its impact on mobility:

LoadImpact
Light LoadFull movement speed, full stamina regeneration
Medium LoadMovement speed and stamina regeneration are reduced by 10%
Heavy LoadMovement speed and stamina regeneration are reduced by 30%
OverloadedMovement is restricted. Sprinting and Jumping are disabled

6 - Progression Framework

  • PC progression is tied to Exoskeleton Module Upgrades and Weapons
  • Resources are allocated to Modules rather than attributes directly
  • Upgrading the Core Module increases the overall capacity for Amulets and the maximum possible value of other Modules
  • Module upgrades unlock passive bonuses (e.g. reduced stamina use, faster repair rate, etc.)