[Speed Concepts]
1
If you are aware, looking, related: you notice, can react soon, can successfully hit with a predicted maneuver, can react immediately, can prepare. example: driving with flow, observing a door you are monitoring opening.
If you are unaware, you will not look, you will only notice after the occurance what has happened. example: bullets pinging.
2
Tuesday, December 9, 2008
Thursday, December 4, 2008
Techniques and Counter-techniques
Basic Techniques, Advanced Techniques (allowing success with Basic Techniques against Basic counter-techniques)
Advanced Counter-techniques
Deception: Advanced counter-technique
Variety: Multiple implementations of techniques. Character classes. Weapon selection. Statistic management.
good-unto-itself: a self statistic. self-altering
good-unto-others: to the others!
let there be no bad technique, but plenty of bad-technique-application available.
Fight!
Basic Techniques, Advanced Techniques (allowing success with Basic Techniques against Basic counter-techniques)
Advanced Counter-techniques
Deception: Advanced counter-technique
Variety: Multiple implementations of techniques. Character classes. Weapon selection. Statistic management.
good-unto-itself: a self statistic. self-altering
good-unto-others: to the others!
let there be no bad technique, but plenty of bad-technique-application available.
Fight!
Tuesday, December 2, 2008
Turtle: Phase 0
Thank you Jesus Christ.
For all the life.
Stage
AlternatingSide
TurtleEntity
x
y
hp
crawl (boolean)
hurtmode
BirdEntity (arrayed)
x
y
flightmode
flightleft
destx
desty
MarkovMode
hp (value: 1)
TurtleEntity.mouseover: moveturtle = true
drawhitbox & scan BirdEntity array: flightmode = -30 (+1 animate to -1 = dead)
BirdEntity.move: near Turtle: flash turtle, flightmode = flee
While 1
Alg: When Draw bad bird = 1 :
AlternatingSide,
RandomX
Random Destx, Random Desty
Loop BirdEntity
If flightleft > 0:
If flightmode = Move:
Markov "Towards" Destx/Desty
Flightleft - 1
If flightleft = 0:
If flightmode = Laser:
Fire laser
Flightmode = flee
If flightmode = Move:
flightmode = laser
flightleft = X
End While
For all the life.
Stage
AlternatingSide
TurtleEntity
x
y
hp
crawl (boolean)
hurtmode
BirdEntity (arrayed)
x
y
flightmode
flightleft
destx
desty
MarkovMode
hp (value: 1)
TurtleEntity.mouseover: moveturtle = true
drawhitbox & scan BirdEntity array: flightmode = -30 (+1 animate to -1 = dead)
BirdEntity.move: near Turtle: flash turtle, flightmode = flee
While 1
Alg: When Draw bad bird = 1 :
AlternatingSide,
RandomX
Random Destx, Random Desty
Loop BirdEntity
If flightleft > 0:
If flightmode = Move:
Markov "Towards" Destx/Desty
Flightleft - 1
If flightleft = 0:
If flightmode = Laser:
Fire laser
Flightmode = flee
If flightmode = Move:
flightmode = laser
flightleft = X
End While
Tuesday, November 18, 2008
Monday, November 17, 2008
[Blood and Dust] 1
IntoPsycho Experience
PsychoSomatic Combat system
Custom Event Flow
Primary Deadline and Critical Failure
Life shown: [+++++++++++] brackets out to show max.
Ammo shown [*************]
Life fills up with = from Armor Absorb. If = > + then knockout.
] decrements with permanent wounds
Bullets are fired in one of five angles: straight, offset 15 degrees, offset 30 degrees
Option Move = Center Aim ON/OFF
Option Aim = Center Aim ON Always
Fire: Fire bullet at angle in direction
Left/Right: Adjust aim between five angles
Aim: Increase AimMod, Aim goes up with Inverse Difficulty + WeaponSkill
Bullets have hitboxes front, front-left, front-right.
Front-left and front-right hitboxes have MissChances of 80 - AimMod
If the Bullet has outtraveled its Range its front hitbox has a MissChance of 80 - AimMod and its front-left, front-right hitboxes have a MissChance of 90 and front hitbox has a MissChance of 80 - AimMod.
Range = WeaponSkill + AimMod
AimMod set to 0 whenever you move.
Each weapon has its own maximum AimMod, WeaponSkill, MinimumRange.
Bullets Range = MinimumRange + AimMod + WeaponSkill.
On fire AimMod loses Recoil value.
Aiming for 30: Range = MinRange 20 + AimMod 30 + WeaponSkill 10 = 60
Range = 60
Within Range, Side MissChance = 80 - 30 = 50
Front MissChance = 0 up to 60 Range.
After 60, SideMissChance = 90
Front MissChance = 80 - AimMod = 50
Before MissChance and CoverChance,
AutoHitChance = AimMod
Before MissChance,
CoverChance: Cover absorbs
After Hit,
ArmorChance: Armor absorbs,
Life absorbs =
With ArmorChance failing,
Life - Firepower in +
PsychoSomatic Combat system
Custom Event Flow
Primary Deadline and Critical Failure
Life shown: [+++++++++++] brackets out to show max.
Ammo shown [*************]
Life fills up with = from Armor Absorb. If = > + then knockout.
] decrements with permanent wounds
Bullets are fired in one of five angles: straight, offset 15 degrees, offset 30 degrees
Option Move = Center Aim ON/OFF
Option Aim = Center Aim ON Always
Fire: Fire bullet at angle in direction
Left/Right: Adjust aim between five angles
Aim: Increase AimMod, Aim goes up with Inverse Difficulty + WeaponSkill
Bullets have hitboxes front, front-left, front-right.
Front-left and front-right hitboxes have MissChances of 80 - AimMod
If the Bullet has outtraveled its Range its front hitbox has a MissChance of 80 - AimMod and its front-left, front-right hitboxes have a MissChance of 90 and front hitbox has a MissChance of 80 - AimMod.
Range = WeaponSkill + AimMod
AimMod set to 0 whenever you move.
Each weapon has its own maximum AimMod, WeaponSkill, MinimumRange.
Bullets Range = MinimumRange + AimMod + WeaponSkill.
On fire AimMod loses Recoil value.
Aiming for 30: Range = MinRange 20 + AimMod 30 + WeaponSkill 10 = 60
Range = 60
Within Range, Side MissChance = 80 - 30 = 50
Front MissChance = 0 up to 60 Range.
After 60, SideMissChance = 90
Front MissChance = 80 - AimMod = 50
Before MissChance and CoverChance,
AutoHitChance = AimMod
Before MissChance,
CoverChance: Cover absorbs
After Hit,
ArmorChance: Armor absorbs,
Life absorbs =
With ArmorChance failing,
Life - Firepower in +
Saturday, November 15, 2008
Concept: Protect a living creature from skeletons as it moves through a garden
Technology: InvisiblePixel shading for critical, weak and miss points on sprites
Graphic: Stell's skeletons drawn from the gardens, flying and running skeletons
Gameplay: click weak spots laser [kill], mouseover the living creature to heat it up [keep it moving]
Evolution: living creature evolves
Climax: Boss skeleton
Intelligence: skeletons respond to crosshair, living creature, other skeletons, and own charge in different ways
Failure: living creature is killed
thank you God for this talent!
Technology: InvisiblePixel shading for critical, weak and miss points on sprites
Graphic: Stell's skeletons drawn from the gardens, flying and running skeletons
Gameplay: click weak spots laser [kill], mouseover the living creature to heat it up [keep it moving]
Evolution: living creature evolves
Climax: Boss skeleton
Intelligence: skeletons respond to crosshair, living creature, other skeletons, and own charge in different ways
Failure: living creature is killed
thank you God for this talent!
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