Stats
currentHp int // how dead are they
totalHp int // how dead could they not be
strength int // how hard they hit in combat
wisdom int // how well they heal, influences stat variation
defense int // reduces enemy attack
agility int // how fast they zip
cowardice int // combat priority (who gets hit first)
The idea is that each stat influences a given dude's progression through the tower.
Perhaps there are rooms that test a certain stat and give rewards/penalties.
Questions
- Are these all the stats? (i like the idea of adding luck)
- How should cowardice be managed? Should it change on leveling?
Equipment
Every dude can carry up to 3(?) equipment.
Equipment may have stats and it may have perks.
Equipment has a level, quality, uses, and source.
- Level: Contributes to equipment stat bonus
- Quality: Contributes to equipment stat bonus, and determines total number of uses
- Uses: The number of times the equipment's perk can be used before recharging
- Source: Where the item can appear (gating certain items until later progression)
When level increases to max (5), the quality of the equipment increases.
The number of uses is determined by the quality of the equipment.
The stats of a dude are their current stats + the stats of all equipment they are using.
Equipment should be generated from pool of equipment and chance to have random perk with random effect.
Visual
Equipment can potentially have a visual effect on the character that uses it.
A given equipment item should show its name and the perk attached to it in some sort of box or something.
Open Questions
- How many uses does equipment get?
- What happens when uses runs out (i added unbreakable property assuming they'd break but rethinking)
- How should we limit equipment a dude can have? Slots? Number?
- Can perks increase the equipment limit?
- How do we determine whether or not a dude swaps to a different equipment?
Perks
Equipment (and rooms?) can have perks attached to them.
Each perk has at least one event that it activates in reaction to.
The effects of a perk can widely vary. Besides the starting perks on the classes, each perk's effect is chosen randomly.
If a perk is meant to be a constant (like a stat boost) then it should react to both the equip event and the unequip event.
Open Questions
- Do we want to make a blacklist of perk effect combinations to prevent broken cheese? Perhaps there are perks that can only have certain effects (Stat Boost on every room entrance seems broken)