Tuesday, December 14, 2021

Damage System Complete!

Finally, after nearly a month of tinkering and coding, Archrebel's damage system is now fully implemented! 

Both humans and droids are divided into 6 body parts that can be wounded/damaged and crippled. Each body part controls a certain aspect of the unit's functionality granting penalties in distinct ways in case they get compromised.

Light damage happens when a body part loses 50% of its health, followed by moderate damage at 25% with critical damage (crippled) when the body part runs out of HP (0%).

For humans, body parts govern the followed aspects:

  • Head: affects skill efficiency.
  • Torso: affects the AP (action points) recovered at the beginning of a turn.
  • Arms: affects the cost for performing actions, like shooting and picking up items.
  • Legs: affects the cost of moving.

For droids, the following is considered (droids use a combination of modules up to 6 in total):

  • Sensor module: affect skill efficiency.
  • Power module: affects the AP (action points) recovered at the beginning of a turn.
  • Combat module: affects the cost for actions that use weapons.
  • Defense module: affects the cost for actions like activating shields or auto repairing.
  • Utility module: affects the cost for actions that use utility equipment.
  • Mobility module:  affects the cost of moving.
  • Navigation module: affects the cost of moving.
I'm not sure which part I will now focus on, but I'm sure more information will be available in the next post!

Stay safe!

    Friday, December 10, 2021

    Power Armors

    Powers armors are one of the several core additions to Rebelstar's original premise. These armors can surround wearers in a protective energy shield that halves incoming damage, ergo providing twice the protection.

    This sounds great, but some other variables should be considered. The energy shield only lasts for 1 turn and takes a while to recharge. Knowing when to use the energy will provide another strategy layer that further enhances Archrebel's tactical combat mechanics.


    And now, back to coding resuming the damage system, which is taking shape just fine. More about it soon!

    Take care!