Skip to main content

Concept: Character stats;- Fortitude, Concentration and Spirit.

I'm moving on to in game character management this month, which includes how the character is displayed visually and also how it is represented in code.

With that in mind I've been going back over the character models and making sure everything is shipshape. I found several objects with missing textures or the wrong textures, as well as several objects which were incorrectly rigged. I also spent some time putting the polishing touches on the characters heads.
 
When making a character you can choose the head and also the hair to go with it.

The most time consuming part at the moment though is working on the code. As I continue to put the game together I am testing several ideas which could really add something of a twist to the traditional RPG trope. They are mostly things I've used successfully in other games, but those were other genres.

Some of the things I'm excited about is different damage types and different HP types as well as performance degradation when wounded. When I made my Battletech simulation I had to simplify some of the table top rules, but I really wanted to keep the idea of degradation of performance as you take damage. I did this by abstracting all the elements of the mech in to three different kinds of damage gauge.


As you take damage and suffer critical hits, your gauges will be reduced from 100% to 0%. The type of damage affects your ability to fight. For example, damage to sensors reduces your aim, Damage to engine reduces your ability to shed heat, and mobility damage is going to slow you down. This reflected very well, in a simplified fashion, the mechanics of the board game. Also damage of a particular type was more likely when you took hits in certain areas. Arm hits were more likely to damage sensors for example.

I'd say the game mechanism was very successful, but in testing it turned out that 3 types was a bit of overkill as the mechs already had heat, which acted as a cool down mechanism.

In my current project characters will have 2 different types of HP; Fortitude and Concentration. They will also have a supply of Spirit to power their attacks and movement. You can imagine these as ratings of your body, mind and mana. (or engine, sensors and heat).

Spirit is regained at a steady rate every turn but the other types of HP can only be regained through healing. As they are depleted, you will see a reduction in your abilities, so it's best not to draw out a fight too long. Loss of Concentration makes to-hit-rolls or magic much harder. Fortitude is what helps to recover Spirit, with a reduced Spirit level you won't be able to fight as long or use special attacks.

Different types of damage are more likely to reduce one or the other type of HP. Slashing weapons deal superficial but painful wounds, so the are more likely to reduce your Concentration. Stabbing weapons are usually aimed at the main trunk of the body and are more likely to reduce your Fortitude. Blunt weapon attacks act directly by sapping your Spirit. Of course each weapon also damages in the other areas, but not so much or so often.

Different monsters and armor have different resistance to the basic forms of damage. Padded armor, or insect chitin may give extra protection against blunt attacks. Close-fitting armor or Dragon's scales may protect against stabbing attacks, while on the other hand skimpy armor or soft monstrous flesh may make the character / monster more vulnerable to slashing attacks. You'll be able to see how well or how badly attacks fare against different monster types and so adjust your tactics accordingly. This also means you're going to need to find a lot of loot, because just having a good sword is not enough.

HP can be reduced by other kinds of attacks too, Spirit can be depleted by fear and if it drops too low you'll need to worry about morale. This makes it harder to fight against scary monsters, but it also give the player the option of attacking a weaker enemy with blunt weapons or energy draining magic and hopefully getting them to run away without a fight.

Right now I'm not sure on the two HPs and one cool down mechanism. I'm still tempted to add a mobility or strength rating as a third HP type. I'm going to try everything during testing and see how it works out.

Next time I'll be talking about how the two main attributes feed in to character building, and how the various other character stats come in to play.

Comments

Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;





I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Reboot / Remake / Restart

Although the roguelike project was going well I had a few issues with some parts of the code, and the sheer size of the project was something I could see stretching away in front of me for years with no guarantee that people would actually want to play it when it's finished.

It's time to try something a little less ambitious.
I'm going full rogueLITE!

Using a lot of the code from the roguelike project, I started making a more limited game.
There will be a single character, combat will be more arcade like, there will still be a chance to upgrade and develop your character's stats, but they represent only a single class and have fixed equipment.

I've got a fun character, an interesting setting and an exciting story lined up. It still utilizes my low poly style, but things are going to be a little more cartoony.

Game play involves mostly chucking bombs at the enemy.

But there's also a lot of platforming, jumping from multiple levels is part of the game. And you ca…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.


Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …