21 October 2021 by jr101dallas
⇠ Back to PostsCrystal 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