Target with Labels
A @
Hunter, Criminal, Scavenger,
KillOnSight: Waste 'em when you see 'em.
Allies: Ignore damage, copy target.
Protect: Do not abandon.
Revenge: Provoked, lasts for one fight.
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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