Redesign the damage system #100

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opened 2021-10-21 15:19:43 +02:00 by unfa · 1 comment

I've done some design work to make sure there's a clean path to dealing with damage in the game.

https://excalidraw.com/#room=8d28d465c99fc0414ac9,TW4WFBQxMWdjkfgiL0hMyQ

The design is being implemented in the damage branch.

I've done some design work to make sure there's a clean path to dealing with damage in the game. https://excalidraw.com/#room=8d28d465c99fc0414ac9,TW4WFBQxMWdjkfgiL0hMyQ The design is being implemented in the `damage` branch.
unfa self-assigned this 2021-10-21 15:19:50 +02:00
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The basics are done.

Basially every damagable object needs to explose a take_damage() method that will let all necessary information be carried over. THe object can the ndecide what to do - how to react, what audio-visual effects to produce etc.

The Player class will spawn blood effects and play the sound of a bullet hitting flesh. For now the damage type is not really evaluated, as we only have one damage type.

However - when fall damage becomes a thing, the player will inflict damage onto themselves!

And appropriate effects shoudl follow.

As for objects that don't have a take_damage() method - for now Weapon.gd will spawn a generic bullet hit effect. later we should somehow define how level geometry can define what type of material it is and hence - how should it react to various types of damage.

The basics are done. Basially every damagable object needs to explose a `take_damage()` method that will let all necessary information be carried over. THe object can the ndecide what to do - how to react, what audio-visual effects to produce etc. The Player class will spawn blood effects and play the sound of a bullet hitting flesh. For now the damage type is not really evaluated, as we only have one damage type. However - when fall damage becomes a thing, the player will inflict damage onto themselves! And appropriate effects shoudl follow. As for objects that don't have a `take_damage()` method - for now Weapon.gd will spawn a generic bullet hit effect. later we should somehow define how level geometry can define what type of material it is and hence - how should it react to various types of damage.
gilgamesh added the
enhancement
label 2021-12-14 15:24:19 +01:00
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Reference: unfa/liblast#100
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