Log:Game engine ideas (Meta, no ontology)

From Compile Worlds

Revision as of 01:42, 11 February 2012 by Keiji (Talk | contribs)

Damage calculation

Damage calculation is performed in a somewhat complicated manner.

The first step is to split up the attack into constituent parts, for example, pellet-based attacks will be split up into one unit per pellet, and combinations such as an electrified metal spear will be split up into two units, one for electric and one for metal.

Next, we look at the stats of the attacker and defender.

  • For Material attacks, Base Damage = Attacker's Power × Attacker's Offense ÷ Attacker's Volatile × Defender's Offense × Defender's Volatile.
  • For Volatile attacks, Base Damage = Attacker's Power × Attacker's Offense × Attacker's Volatile × Defender's Offense ÷ Defender's Volatile.

Next, we do the accuracy sampling. This is the complicated part, and implementing Keiji's design for this in full will probably require calculus. It also splits up each part of the attack from step 1 into more sub-parts.

WIP


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

Body descriptions

ExPar: [#img] is obsolete, use [#embed] instead

  • 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

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.
  • "Leather" on B5-7.
  • Metal on LT2 and LT1f.

Note that "Leather" is treated as Flesh type as far as calculating damage is concerned.