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The health system just needs a bit of a UX bump. It may need some updates to include things like shields, overhealth, and armor if that becomes a design choice. But to start off, just basic health is what we'll go with. The UX would include a fading health bar and a larger health bar to indicate a more lethal target.
Attack System
The attack system is currently set up in a way that factors in attack bonuses, defenses, and various other things based on stats related to them. But bonuses also need to be added for elemental effects. That's something for a later update. This is good for now and just needs to tested to make sure things are logical.
Death System
Health hits 0. Status turns to dead. Done. We just need a trigger for what happens when dead which can be tied in to. What happens when dying isn't determined yet. The plan was where you have to go back and get some sort of resources from your location and it's more brutal with the amount lost in boss-fights but it's not hard to retrieve. There will be more information about this in a future issue.
Respawn System
Because the death system isn't really defined when it comes to what to do when someone does die, the respawn system seems weird to implement now. But I guess an approach would be to just handle a trigger that sets them back to being alive. What happens between dying and respawning is really up to whatever future designs come into play.
The text was updated successfully, but these errors were encountered:
Makosai
changed the title
Start working on implementing and improving the combat systems.
Roadmap: Start working on implementing and improving the combat systems.
Feb 12, 2025
Makosai
changed the title
Roadmap: Start working on implementing and improving the combat systems.
Implement and improve the combat systems.
Feb 12, 2025
Tasks
Focus & Requirements
Health System
The health system just needs a bit of a UX bump. It may need some updates to include things like shields, overhealth, and armor if that becomes a design choice. But to start off, just basic health is what we'll go with. The UX would include a fading health bar and a larger health bar to indicate a more lethal target.
Attack System
The attack system is currently set up in a way that factors in attack bonuses, defenses, and various other things based on stats related to them. But bonuses also need to be added for elemental effects. That's something for a later update. This is good for now and just needs to tested to make sure things are logical.
Death System
Health hits 0. Status turns to dead. Done. We just need a trigger for what happens when dead which can be tied in to. What happens when dying isn't determined yet. The plan was where you have to go back and get some sort of resources from your location and it's more brutal with the amount lost in boss-fights but it's not hard to retrieve. There will be more information about this in a future issue.
Respawn System
Because the death system isn't really defined when it comes to what to do when someone does die, the respawn system seems weird to implement now. But I guess an approach would be to just handle a trigger that sets them back to being alive. What happens between dying and respawning is really up to whatever future designs come into play.
The text was updated successfully, but these errors were encountered: