Wiki source code of Player Character
Version 9.1 by Alexandros Mloukie on 2025/12/16 20:57
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| author | version | line-number | content |
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2.1 | 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 | |||
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5.1 | 12 | (% class="box warningmessage" %) |
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2.1 | 13 | ((( |
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5.1 | 14 | [[image:icon:comment]] All numerical values, parameters, and states will be defined at a later date. |
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2.1 | 15 | ))) |
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6.1 | 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 | ||
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7.1 | 82 | |L_ArmStats|{{info}}Limb Struct{{/info}}|The [[health and state>>doc:||anchor="LimbStruct"]] of the left arm |
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6.1 | 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 | |||
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7.1 | 100 | === 3.1.3 - Limb Struct{{id name="LimbStruct"/}} === |
| |
6.1 | 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 | ||
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8.1 | 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 | |||
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9.1 | 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. |
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8.1 | 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.) |