SamuKata
absent_dogma
absent_dogma

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Progress Overview: Intermediate Reports

Good day, dear Viewers!

Regarding the past month, I would like to talk about how the project is progressing. To do this, I will mark the topics that we will talk about today and at the end I will get ahead a little.

So, the main topics today are Weapons, Equipment, Inventory and Armor itself.

Last time I shared a few shots of the Weapon Stances, as well as a first look at the "weapon's loadout". Most of the work on the weapon and Equipment System is not visual, as it is essentially a solution for an internal architecture that is in development. This is a very labor-intensive process: I had the opportunity to try several patterns to create it in order to find the most convenient one for implementing the system itself (Weapons and Equipment). Such variability will make it possible to make the system modular and scalable (using abstractions, interfaces), for example if (when) we need to add new types of physical and non-physical damage or when the weapon will be used (be sheathed/unsheathed, attacking) with different positional states (on the ground, climbing, in the clinch).

Also, Weapons, in addition to causing instant physical and periodic physical damage (other possible damage types will be added in the later stages of development of the demo version), will obviously have attack variations (piercing, cutting, crushing, etc.).

Speaking of Equipment, I mean a system that connects the Inventory module, the Armor module, and the Weapon module with each other. Here (in the equipment window) we will see the state of the item, condition, characteristics, and many other things will be announced later.

About the Inventory. In a classic RPG, you may have encountered inventory parameters such as size and maximum weight. At the moment, work on the inventory is still at the initial prototyping stage: I visualized the ideas that I have with the help of small diagrams and made a UI with cells and parameters. As I said earlier, in addition to the small bag that the character will have by default, backpacks will be added. If the current Inventory System prototype proves to be scalable, I'll implement this one. Thus, the Inventory will consist of cells for items, and the items will have different sizes (occupy a different number of cells) and weights.

Although I have not yet started working with the Armor System, I will describe it to you as I see it. If we have cutting, piercing, and crushing damage, then we should be able to counter it with something using armor (not to mention blocking/parrying with weapons). Using a weapon, you can hit different parts of the body, and if this part of the body has armor, the effect of the damage caused will depend on the armor's protection parameter. Common sense dictates that if you hit a metal plate with a cutting blow (e.g. with small weapon like knife), it is unlikely that anything behind it will receive damage, just as the plate itself will suffer little damage from such a blow. However, hitting the fabric will have the opposite effect. Indirectly, we approached the question of what types and characteristics of armor will be, as well as where this armor will be located; whether it will be modular or solid. We'll talk about this a little later.

Bonus.

In the meantime, I've been doing some experiments with the physics of the character's body parts and I couldn't help but share them with you.



(sorry for .gif quality, I hope you got the point).

In conclusion, the tasks remain the same - I am working on the technical part of Weapons and Equipment. In the next post I will share new results with you.

This month I was able to work only 2 weeks out of 4 due to personal circumstances. I'm sorry I can't show more progress so far. I expect the next month will be more productive.

Yours as always,
Absent.Dogma

Progress Overview: Intermediate Reports

Comments

Good day! Very soon.

absent.dogma

Hello! Any update?

Erbaq


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