## Weapon tier ## Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium Forging --------------> Steel --------^ Exotic ('elven') Glass Aurichalcum Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa) * Metal graphics - Gold: Hue 43, low Saturation - Aurichalcum: Hue 43, mid-high Saturation - Copper: Hue 33, - Copper rust: Hue 160 - Iron rust: Hue 21 ## Size variation ## Race base weapon/tool size <- 10 [kg] Size tolerance <- (50% * str/1000), or say, 20% If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable if use time >* 0.75 second, the weapon/tool cannot be equipped. Small weapons/tools gains no (dis)advantage When drawing: scale by (craftedWeaponSize / baseWeaponSize) Crafted tool/weapon size is dependent to the baseRaceMass. ## Gemstone tier ## Topaz -> R·G·B -> Diamond·Amethyst ## Colouring ## Natural: Use 4096 Magical/Surreal: Use 24 Bits * Colouring of potion - Randomised, roguelike fashion - Choose Col(R40, G40, B40) from set of finite cards: 39, 39, 19, 19, 0, 0 - MULTIPLY blend chosen colour with white texture ## Roguelike identity ## * Randomised things - E.g. potion Lime-coloured potion First play: "Potion (???)" After drank: "Potion (Healing)" is revealed. Second (new) play: "Potion (???)" After drank: "Potion (Neurotoxin)" is revealed. ## Making sprite ## * Layers - (Optional) Glow - (Optional) Hair foreground - Right arm dress - Right arm body - Dress - Boots - Body - (Optional) Hair accessory - Hair - Head - Left arm dress - Left arm body - (Optional) SFX * Size - Regular sprite 'height' (hitbox height) : 40 px - Apparent height may vary ## Chargen ## * Select hair, colours, then compile them into single spritesheet * NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.) * Colour: 4096 colours (12-bit 0x000 - 0xFFF) * Base mass: 60 kg ## Food/Potion dose ## Scale ^ 3 ^ (3/4) == (ThisWgt / TargetWgt) ^ (3/4) ## (De)serialisation ## see SAVE_FORMAT.md ## Actor as universal tool ## * Utility tiles that have states (e.g. noteblock) are implemented using Actor. ## NPC Killing ## * AI: Attacked first: Warn player to not attack Attacked second: The NPC becomes hostile until player sheathe the weapon Attacked thrice: All the NPCs within the same faction become hostile until the player is away ## Ownership of lands ## * Codex of Real Estate → assign owner to the tiles → copy the information to the NPC instance ## Health and magic point ## * Works like Ampere in electronics. - Health: Regen per time - Magic: Out power per time