Dynamic Damage System

(This page is still under construction)

Dynamic Damage System mechanic
When the player gets hurt on the battlefield, assuming it didn't kill them, they will have to live with a handicap based on the injury for a period of time while they heal. This can be shown through an increased head-bob for leg injuries, preforming certain actions slowly and more carefully for arm and leg injuries and not being able to carry as many things when injured on the torso or legs.

The Dynamic Damage System is meant to be punishing and force the player to stop to tend to their wounds. It's carefully designed to be not too intrusive to the player, while still handicapping the player.

How does it work?

 * Computer will calculate damage and assign a random value that will have a corresponding effect intensity and heal time.


 * Damage can be received from falls and battle in the head, arms, torso, and leg regions.


 * Armor will not fully protect the wearer from damage that is dealt to them. Armor works by dampening the calculated effects by a random factor. This is meant to resemble how actual armor would work; you won't feel the blade of a sword bury itself in your skin, but you'll know that it hit you.

Wounded Head
The player's head is considered hurt when the Dynamic Damage System decides to set the flag for "woundHead" to true. Screen shaders will be utilized to provide feedback to the player, to show that they have a hurt head.

Assume you were to be hit in the head with something; you'd get a pretty bad headache. The screen shaders are meant to simulate having a mild headache; everything will be slightly overexposed to simulate sensitivity to light.

Wounded Arms
The player's arms are considered hurt when the Dynamic Damage System decides to set the flag for "woundArm" to true.

Wounded Torso
The player's torso is considered hurt when the Dynamic Damage System decides to set the flag for "woundTorso" to true.

Wounded Legs
The player's legs are considered hurt when the Dynamic Damage System decides to set the flag for "woundLeg" to true.

Getting Drunk
After getting completely drunk, screen shaders will add an echo type of an effect to the player's view. The player's screen will also become less saturated with color and sounds will be slightly muffled. This is to simulate both disorientation, as well as a numbness of the senses.

Upon waking up from a blackout event, the player will need to deal with a screen shader that is similar to the wounded head shader, but more intense to simulate acute sensitivity to light. The player will also have a "wounded head" flag in the Dynamic Damage System.

See the Healing page for information on healing.