Work on the quest writing and scripting continues apace! But I also needed a bit of time to recharge and take a break from trying to trace out all the different contingencies for the quest lines. Which meant working on the armor and blocking systems.
Armor will now reduce damage by a percentage relative to the armor value. This only applies to the body slot for armor. Gloves and helmets, at least in this first iteration, won't change the overall armor value of the character.
The plan is to make different armor types fall into specific buckets for armor value. The buckets will roughly be cloth, leather, chain, half plate, and full plate. As an example all full plate armors will have a similar armor value and reduce the same amount of damage. In theory this will avoid the need of having "cosmetic only" slots for the character. Overall progression will be handled by skill point increases, hp gained through leveling, and cosmetic complexity of the armor.
And shields now will also reduce a percentage of damage based on their blocking value. There's still only the gray box shield in the game but once I get time I'll get some art assets in game. This damage reduction will only apply while actively blocking and applies to damage before the armor percentage reduction. Weapons also can have different blocking values but will generally be lower than the blocking value of shields.
Oh and I started roughing out different spells. I'm just adding the base functionality stuff in and they'll need an actually art and animation pass. So far I've been working on the fire spells. I have the basic firebolt, a flamethrower like spell, and an AoE centered around the spellcaster.
slaen
2024-08-31 19:26:05 +0000 UTCAbsurd256
2024-08-31 13:11:26 +0000 UTCslaen
2024-08-22 23:05:11 +0000 UTCOscar Wilde
2024-08-22 21:26:14 +0000 UTC