Blockland Forums > General Discussion
DayB • 1/14/14
Shappeh:
We are almost to the stage of testing combat with other players. Unfortunately, we don't yet have our own custom weapons finished but we can still perform these tests. Below are some finished features that likely won't change. I will update this list in my future replies.
Bleeding causes your player to take damage every second. The damage dealt is based on the damage you've taken that caused the bleeding. Bleeding will never get any better until you use a Bandage. Any base damage over 15 will not cause you to bleed.
Trauma causes your screen to flash and decreases your accuracy with weapons. The amount of trauma is based on the damage you've taken that caused it. Trauma will gradually get better over time, but not completely go away until you use Painkillers.
Multipliers scale damage based on where your player has been hit:
* HEAD = DAMAGE * 4; 0% chance of bleeding. 100% chance of trauma. You'll likely be dead anyways.
* CHEST = DAMAGE * 1; 100% chance of bleeding. 25% chance of trauma.
* ARM = DAMAGE * 0.7 with a chance of causing you to drop your equipped weapon depending on the base damage. 25% chance of bleeding. 50% chance of trauma.
* HIP = DAMAGE * 0.6 with a chance of disabling your ability to sprint. 50% chance of bleeding. 0% chance of trauma. If you are sprinting, the multiplier increases to 1
* LEG = DAMAGE * 0.8 with a higher chance of disabling your ability to sprint. 25% chance of bleeding. 0% chance of trauma. If you are sprinting, the multiplier increases to 1.2
Titles include "Bandit" for evil players, "Hero" for good players and "Survivor" for neutral players.
Death messages are only displayed to the dead player. You will not know if a player died unless you see a body. You cannot identify who a body belongs to. You cannot identify who killed you, only the killer's title.
Types of damage govern exactly how your player reacts to the following:
* Melee damage has a low chance of bleeding depending on the item and a higher chance of trauma depending where you are hit.
* Projectiles damage has a high chance of bleeding and a low chance of trauma depending where you are hit.
* Zombies damage displays "Zombie" as your killer.
Derroith:
I don't believe melee will be a big part of this but we'll see what we can do. As for trauma, I think a shaking screen is better than flashes, flashes are annoying, a shaking screen would work better because you're trembling and afraid.
But good stuff!
Aide33:
Woo, updates :D
Yeah I agree with Derroith, flashing would be really annoying
Shappeh:
I'll look into causing the screen to shake. I also realize that those multipliers only apply to projectile-type damage. I will fix both of these issues and add a quick inventory system so we can begin testing damage.
Derroith:
More trauma, more shake!
Someone force Rusty to finish modeling, he's become distracted so shoot him some pm's or attack him in game.