Hello again!
I want to share some of the project progress, this time i'm working on the character attributes and data for combat, which includes attributes like HP. MP, Attack ,defense critical rate and many more
This system is built to add more attributes if needed, so combat attributes can be further expanded and easily modified
My goal with the attributes is to let each player choose his playstyle and let each attribute impact some aspects of the game
for now i'm working on a debug UI for the attributes before starting balancing each character attribute scaling and balancing the game combat around it
Example: pumping VIT makes your character tankier across the board (more HP + better defenses), while focusing DEX turns you into a fast, crit machine.
While there won't be a way to increases the attributes you want in the demo, i would like in the future to let the player customize his attributes via leveling wearing specific gears
Here's some of the attributes we have in the game so far:
Level and experience
Level
Your character's current level, increasing it automatically increase some primary attributes (more on that below)
EXP
The experience points needed to level up. You can gain EXP by defeating enemies
Primary Attributes
The Core Attributes, these are the 5 foundational stats every character will have, most of them scale with level and influences several derived stats.
These attributes are calculated from base value + an extra value that scales with level
Strength
Boosts Physical Attack (ATK) and Poise damage dealt on melee attacks and skills
Dexterity
Icreases Critical Rate, Critical Damage, and Attack Speed and minimum damage dealt
Intelligence
Increases Maximum MP, Magic Damage (MATK), and Magic Defense (MDEF)
Vitality
Raises Maximum Health points, Defense , Critical Defense, and Poise
Luck
Gives small bonuses to both Physical & Magic Attack, plus extra critical rate and better drop chances
Derived / Final Attributes
These are calculated automatically from your primary stats . They determine how your character actually performs in combat.
Health points
Maximum Health. Reach 0 = the character will be defeated
Mana Points
Maximum Mana. Required for spells and certain skills
POISE
Resistance gauge. When it hits 0, you're staggered/vulnerable for a short time
ATTACK
Physical damage output (melee & basic attacks)
DEFENSE
Reduces incoming physical damage from ATK
MAGIC ATTACK
Magical damage output (spells & magic skills)
MAGIC DEFENSE
Reduces incoming magical damage from MATK
CRITICAL RATE
Chance to land a critical hit, critical hits multiplies the original damage and deal the maximum atk damage
CRITICAL DAMAGE
Further multiplies critical damage
CRITICAL DEFENSE
Lowers chance of receiving a critical hit and reduces damage taken from critical hits
DROP RATE
Improves item/essence drop chance from enemies (not fully implemented yet, essences will be a healing/mana particles)
Miscellaneous Attributes
These aren't directly tied to level or primaries. They'll mostly come from equipment, temporary buffs, passives, etc. (will be implemented in the future)
Movement speed
How fast the character can run/walk
Jump force
the max height a character can jump
Physical Multiplier
% final multiplier to final physical damage dealt
Magical Multiplier
% final bonus multiplier final magical damage dealt
Physical Reduction
% reduces final physical damage taken
Magic Reduction
% reduces final magical damage taken
What's next?
This is the second to last phase of development before preparing for the release of a demo
I still have a bunch of tasks to complete before finishing this part of the development:
- Improving and stylizing the debug UI
- Create a scaling curve for each attribute for each character
- Azalea and capra demon defeated animations when hp reaches 0
- develop a damage application function for hitboxes so it can use the character attributes do deal damage
- Stylized damage numbers to pop up when dealing damage , critical hits, receiving damage and heal
- Player Level up indicator
- change the placeholder arousal varibable to use the new attribute system
- Player HP , MP ,POISE and arousal UI bar
- Clothing durability system