Fighting in Style
Well, I've nearly got the new DMC police outfits done. All of the clothing and armor artwork is done, and I've started adding the requisite item data for them to the game. So far, I've got the pants, boots, gloves, shirt, helmet, and balaclava added.
Since I'm fairly certain most of you will bee-line for the DMC to steal the clothes at your first chance, I won't ruin the surprise by showing their item art. However, here's a sneak preview of the sprite art:
(FYI, the large-ish helmet is due to melonheads needing to be able to wear all the same clothes as humans. Not ideal, I know, but the way it is.)
The armor vest is the last item to be added, and with it, I'll need to figure out how to handle armor in combat (and retroactively add armor values to the helmet, and maybe other clothes). Things aren't quite as simple as subtracting weapon damage from creature hit points, so inserting armor to the mix takes a bit of mucking around.
There are a few steps involved, including damage calculations for the attacker (strong/melee), the defender (fragile/unconscious/fallen), the type of weapon used (blunt/cutting), plus handling wake-up and sneaking, finding appropriate body locations for the damage type, etc.
Unfortunately, this calculation is spread out in a few places, so I'm going to see what I can do to consolidate a bit on Monday. There are some hard-coded effects in there that have grown wild over time, and maybe this is the right time to finally make those part of the data-driven condition system. Then, I can set both overall and location-specific damage adjustments for conditions like unconscious/fragile/armor as-needed.
Whatever the case, I'll probably set armor pieces to give certain armor values to certain wound locations. Any attack on those locations will then be checked for "penetration" vs. the armor's value, and some math will be done. Maybe if the penetration is below the armor value, all cut damage is turned into blunt damage. Maybe it's even divided by the difference. I don't know yet.
The outcome I want, however, is for most weapons to have diminished performance against armor. They should still cause some blunt trauma, but the armor mitigates much of it. And in cases where the armor is slight (e.g. a fur tunic), maybe it just diminishes blunt trauma a bit, or converts a small fraction of cutting damage to blunt?
Should be an interesting day, Monday! Until then, however, have a good weekend!