Log:Game engine ideas (Meta, no ontology)
From Compile Worlds
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ExPar: [#img] is obsolete, use [#embed] instead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
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.
Flesh | Bone | Cloth | Ice | Rock | Metal | Wood | Water | Lava | (Volatiles) | |
---|---|---|---|---|---|---|---|---|---|---|
Electric | 2 | 1½ | 0 | 0 | 4 | ½ | 3 | |||
Fire | ½ | ½ | 3 | 2 | ½ | ½ | 2 | ½ | -½ | |
Arcane | 1½ | ½ | 2 | ½ | ½ | 2 | 2 | |||
Psychic | 2 | ½ | 2 | |||||||
Wind | 3 | 0 | ½ | ½ | 2 | |||||
Life | -1 | 4 | ½ | |||||||
Searing | 4 | ½ | ½ | ½ | 2 | 1½ | 1½ | |||
Ghost | 0 | 0 | 2 | 2 | ||||||
Poison | 2 | 0 | 0 | 0 | 1½ | 3 | 0 | |||
(Materials) | ½ | 2 | ½ | ½ | 2 | ½ |
Arle Nadja
Techniques
- Fire
- [Fire Rock] (fireball)
- Ice Storm
- [Water Cold Water] (ice pellets)
- Thunder
- [Air Searing Air Cold] (first pair gives lightning, second pair makes it a bolt from the sky)
- Daiacute
- [Cold Life] (cold = homing = accuracy up, life = buff self)
- Brain Damudo
- [Fire Searing] (fire = accuracy down, searing = debuff enemy)
- Hanachikara
- [Rock Life Life Water] (what a lame attack roflz)
- Jugem
- [Water Air Searing Fire Arcane] (water weakens enemy to lightning, then we attack with lightning, then just for good measure set them on fire; final Arcane makes it a beam attack)
- Bayoen
- [Cold Arcane Searing Rock Water] (epic glowing blue bolt barrage! :D)
Elemental Strengths
- Fire, Water level 4
- Searing, Arcane level 3
- Air, Cold level 2
- Life, Rock level 1
- Blade, Shield level 0
Body
- Cloth on T0-2, T5 and S1-2.
- Leather on B5-7.
- Metal on LT2 and LT1f.