Combat Plan

Manage Time, Software, and Business, Easily


21 October 2021 by jr101dallas

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Crystal Ball

Thinking out toward a roguelike game and trying to put into Components and Systems some of the things I think I want to have happen in the game, I think to start I’m going to put Entity conflict into its own Component and System. For the moment, I think that means that all the stuff like hit points, armor, damage resistance, weapon, damage amount and type, all goes into a Component that’s basically just Combat. I’m second guessing myself as I write this, but I think I’m going to go farward in this direction for a while until I start seeing how my Systems start shaping up.

Combat Component

Listing out some things that I think I’ll end up wanting to have happen in the game will help me flesh out the work items I’m going to hang on the bare bones ideas I have so far.

  • ablation of damage and wearing out of related items
  • missing attacks due to high armor or dodge or illusion
  • injury
  • fatigue
  • damage resistance by damage types
  • temporary bonuses
  • innate permanent bonuses

Simmering

I’ll let that list simmer for a bit and see if I think of anything else that I need to plan ahead on. In the meantime I probably also need to come up with a list of other things that I need to have in components because it will help me figure out what belongs in which component. For instance:

  • combat, as above
  • inventory
  • communication? maybe reactions?
  • skills? maybe several separate skills?
  • relationships, maybe that’s part of reactions
  • locomotion
  • knowledge, discovered information
  • conditions, maybe not, keeping these with the things they affect seems better except for reporting on a heads-up display
  • heads-up display
  • stats, tallies per entity could be fun

That stirs up some ideas!

tags: plan - component - combat

⇠ Planning Again

Component Plan ⇢