Former-commit-id: 8c662c7cb637ae4565e95e661b0e627d9bfd7e5a Former-commit-id: 4a5279b47f7c8f4fadb62ee6843b3848f803f433
2.9 KiB
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
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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.
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Making sprite
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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
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Size
- Regular sprite 'height' (hitbox height) : 40 px
- Apparent height may vary
- Regular sprite 'height' (hitbox height) : 40 px
Chargen
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Select hair, colours, then compile them into single spritesheet
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NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)
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Colour: 4096 colours (12-bit 0x000 - 0xFFF)
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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