Log:Game engine ideas (Meta, no ontology)
From Compile Worlds
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.
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 |
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.