SakeTami
ShadowRx
ShadowRx

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Resuming work on Combat, Lifts, and Stats for v0.3+

Was out of town for the weekend, now resuming incorporating the new energies into the item and action matrices. To be better able to manage and retool those lists, I'm creating a spreadsheet tool with a JSON export.

Once I add the new energies to the existing workouts and food items, I'll plan in a few more that focus on the new mental stats.(though many will have to wait for a key-item/flag subsystem to be implemented... such as requiring a chessboard, weights, or a computer or phone)

After that I'll get back to calculating a lift-matrix for different exercises, which will create approximate ratios for bench, curls, squats, et cetera. I'm considering splitting upper and lower body strength (and possibly core-strength) to vary these lifts some... any thoughts? Might be interesting for characters to have different specialties... and it might help with measurements and descriptions (even if it does add a little complexity)

Then I add the Gas Station and Gym locations (with a full compliment of exercises) and flip back over to planning combat encounters and the battle system.

For combat, I think I need to keep it one-on-one, but we can play around with that a little (a group or swarm could be simulated as a single opponent with a bit of planning, all we would need to add is a foe-count variable and a way to distribute the damage; for that I'm thinking 1/2 the damage eliminates single targets and the remaining half divides across the swarm evenly. That should be a close enough approximation for this game, even if you wind up taking on a well-armed militia or fleet of ships.)

General energies and how they are used in combat: the battle-stats are the sum of each energy's current and maximum values. Meaning, when the current value hits zero, the stat is only half-effective. And, should the current hit negative-max, then the stat is effectively zero and thus unusable... generally by this point you will have long-since been rendered unconscious, so that point is mostly moot. But, even while unconscious, further damage weakens the recipient, causing them to take damage at a faster rate.

Fighters normally fall unconscious when the current Qi value (the total life-force, sum of all 15 energies) hits zero. And they die when the current reaches negative-max (which makes their total-life force zero).

Combat encounters will begin as normal event-encounters, but may quickly become hostile based on present and past choices. There won't be any direct random combat encounters, but that doesn't mean you won't come across a depraved individual or gang who may need to be put down. ;p

Sorry for the lack of posts, as I said, I just got back in town. 


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