Wiki source code of Player Character

Version 8.3 by Alexandros Mloukie on 2025/12/14 19:21

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1 = 0 - Introduction =
2
3 This document defines the Player Character architecture and its core gameplay systems. It describes:
4
5 * The Exoskeleton system
6 * Exoskeleton Modules
7 * Player Progression
8 * The Weapon System
9 * Equipment Integration
10 * The Player Character's Core Attributes
11
12 (% class="box warningmessage" %)
13 (((
14 [[image:icon:comment]] All numerical values, parameters, and states will be defined at a later date.
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.)