Physics-based combat system (resurrect old system?) [$100] #2072
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Category: Doc
Requests, Issues and Changes targeting javadoc and module documentation
Category: Gameplay Content
Requests, Issues and Changes targeting gameplay mechanics and content
Multiplayer
Affects aspects not visible in Singleplayer mode only
Topic: Architecture
Requests, Issues and Changes related to software architecture, programming patterns, etc.
Milestone
We had a near-complete combat system done by @aherber back in the legacy days based on a physics model. While we can currently simulate combat by just triggering damage events while two entities are near each other that's pretty boring.
The legacy system had a bow that would shoot different types of arrows including one affected by gravity, one that would bounce off surfaces, etc. It also had a sword for simple melee combat if you were faced with a target you could hit. The next step was enabling positional damage, opening the door to headshots, limb-specific damage, equipment mattering a whole lot more, and whole related systems like armor and health that could be more than just a global pool of points.
Whether we can resurrect the old system or not we need fancier combat!
Somewhat like the Behavior Tree overhaul (#2070) I'm expecting a basic scope here to claim the bounty with lots of bonus potential running into GSOC scale land.
Basic implementation
Advanced implementation
This is far more open-ended and leads into creating/updating related systems
This issue obsoletes #590 - figured I'd create a new one to get it fully up to speed.
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