Log:Game engine ideas (Meta, no ontology)

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Revision as of 01:05, 11 February 2012 by Keiji (Talk | contribs)

Body descriptions

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  • Notation - letters (Uppercase are prefixes, lowercase are suffixes):
    • T = top, B = bottom
    • S = skirt (loose fitting on bottom half), C = cape/cloak (loose fitting on top half)
    • L = left side only, R = right side only (mirrored on diagram due to stage left vs. character left)
    • f = front only, b = back only
    • s = open at sides; combining with f/b makes it wrap around the sides instead
    • l/r = like s, but affect left/right side only
  • Notation - numbers
    • 0 = waistband
    • 1 = chest/pelvis
    • 2 = shoulder/hip
    • 3 = biceps/thigh
    • 4 = forearm/shin
    • 5 = wrist/ankle
    • 6 = palm/sole (and equivalent areas on back)
    • 7 = fingers/toes (not shown in diagram due to lack of space)
  • Examples:
    • T0-2 = short sleeved shirt
    • T1-B1 = leotard
    • T3-6 = Hatsune Miku's sleeves
    • B1 = panties
    • S1 = miniskirt
    • S1-2 = Arle's skirt
    • S1-3 = Nanako's skirt
    • T1-S0s-S5s = Chinadress
    • C1b-S3b = Arle's YON cape

Elemental Resistances

  • For a material defense against a volatile attack, damage multiplier is the appropriate cell of the table.
    • ex: arcane attacks rock => 200% effectiveness
  • For a volatile defense against a material attack, damage multiplier is the reciprocal of the appropriate cell of the table.
    • ex: bone attacks wind => 33% effectiveness
  • For a material attack against the same material defense, damage multiplier is always 1.
    • ex: flesh attacks flesh => 100% effectiveness
  • For a material attack against a different material defense, damage multiplier is the bottom cell value for the defending material divided by the bottom cell value for the attacking material.
    • ex: bone attacks cloth => 2 ÷ ½ = 400% effectiveness
  • For a volatile attack against the same volatile defense, damage multiplier is always -1 (the defender absorbs the entire attack).
    • ex: fire attacks fire => 100% of attack power absorbed into the defender's health
  • For a volatile attack against a different volatile defense, damage multiplier is the rightmost cell value for the attacking material divided by the rightmost cell value for the defending material.
    • ex: psychic attacks searing => 2 ÷ 1½ = 133% effectiveness

Note that material defenses usually originate from a character's body/outfit, while volatile defenses usually originate from shields put up. Similarly, material attacks are usually performed with physical weapons, while volatile attacks are usually performed with magic or technology.

 FleshBoneClothIceRockMetalWoodWaterLava(Volatiles)
Electric2004½3
Fire½½32½½2½
Arcane½2½½22
Psychic2½2
Wind30½½2
Life-14½
Searing4½½½2
Ghost0022
Poison200030
(Materials)½2½½2½

Arle Nadja

Techniques

Fire
Projectile-style Fire-type
Ice Storm
Pellet-style Ice-type
Thunder
Bolt-style Sky-origin Electric-type
Daiacute
Raise own accuracy
Brain Damudo
Lower enemy accuracy
Hanachikara
Spore-Pellet-style Life-type
Jugem
Give enemy damp status, Homing-style Electric-type, Remove enemy damp status, Give enemy flaming status
Bayoen
Beam-Pellet-style Searing-type

Stats

  • Speed: TBA%
  • Power: TBA%
  • Accuracy: TBA%
  • Offense: 100%
  • Volatile: 200%

Body

  • Cloth on T0-2, T5 and S1-2.
  • Flesh (for leather) on B5-7.
  • Metal on LT2 and LT1f.