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Author Topic: The Chassis of a Character  (Read 1386 times)

Nidilap

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The Chassis of a Character
« on: January 08, 2015, 01:09:56 pm »

Hey guys!

So I've been learning C# to make an RPG related to Orc slaying.

I love what Dwarf Fortress and LCS do for damage, being realistic with hitting certain body parts has a different effect and potency to the injured. What I've seen from Raws is:

[Creature]
[Body parts creature has] (I assume they are their own class to be used with inheritance)

Then in the Body parts it would be

[Arm]
[skin]
[muscle]
[Vein] ---> [HAS BLOOD]
[Bone]

[Blood]

[Is health]

Is that how it works? I'm not really sure what to do, and although this makes sense to me, I'm not sure how to implement it.
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Nidilap likes Adamantine, Bituminous Coal, Garnets, Cats for their aloofness, Dwarves for their stupidity, and Swords for their Spikes and edges. When possible, he prefers to eat pizza, ramen noodles, and sushi. He absolutely detests elves and spiders. He needs MTN DEW to get through the working day.

A medium- sized creature prone to great ambition, but only when he feels like it.

SlatersQuest

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Re: The Chassis of a Character
« Reply #1 on: January 08, 2015, 02:54:45 pm »

Blood is hit points. Every creature has 100, but damage is modified (somewhat) by the creature's health stat, and more significantly by the creature's armor.

Creatures can have wounds, which represent bleeding (loss of blood over time). A creature with wounds can bleed out.

Creatures with reduced blood have a chance of not acting and don't act as well when they do act.
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