Because I wanted everything perfect so I could rest well at night,
I had to create 4 animations for the Fist icon, to handle fade in, fade out,
idle, and exit states. But let me skip the boring details and show you how it
turned out:
The combat formula is currently as follows: the attack score is the result of the attacker's [melee skill + 1d40] roll, against the defender's [melee skill + 1d20]. If the attacker's resulting score surpasses the defender's, the strike succeeds. The amount of damage dealt is calculated by getting a random value between [1 and the attacker's total strength] + the attacker's total agility.
On paper, this formula seems ok but I still need to test it, so changes are prone to happen.
Stay safe!
Stay safe!
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