gdd - skill categories

master
chimchooree 2 years ago
parent 0df3d33b20
commit bfa057190b

@ -244,9 +244,28 @@
</li>
<li>9 - keyword
<ul>
<li>0 - primitive </li>
<li>1 - status effect </li>
<li>2 - unsorted </li>
<li>0 - primitive </li>
<ul>
<li>1 - damage</li>
<li>2 - spiritual damage</li>
</ul>
<li>1 - status effect </li>
<ul>
<li>1 - burning (intense but brief life degen)</li>
<li>2 - bleeding (weak but lengthy life degen)</li>
<li>3 - shocked/stunned/paralyzed/stiff (can't move, use skills with an activation time, or change equipment. Very brief.)</li>
<li>4 - foggy/distracted/doubtful (miracle activation doubled and easily interrupted)
<li>5 - pain/injury/throes/agony (reduced max life)
<li>6 - blind/blurry (miss melee and projectile attacks)
<li>7 - sleepy (reduced regen for spirit and life)
<li>8 - confused (scrambles skillbar, adjusts movement vector)
<li>9 - weakness/feeble - reduced attributes, attack power
<li>10 - doubt - can't perform miracles
<li>11 - heavy/crippled/slow/slug - move and attack more slowly
<li>12 - pacified - can't attack
<li>13 - sick - (can't regen health)
</ul>
<li>2 - unsorted </li>
</ul>
</li>
</ul>

@ -0,0 +1 @@
Not everyone who performs miracles will enter Heaven.

@ -96,6 +96,10 @@ added to it seamlessly. <br></p>
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9; </li>
</ul>
<h2>unit testing </h2>
<p>Write the game by writing unit tests then passing all the tests. Run the unit tests again after making a change. <br></p>
<br>
<ul>
<h2>moddability </h2>
<p>Commonly, this means making a base, then loading in the game as a mod. The content is written in a light scripting language, and it's best if I use the same API/tools a modder would. <br></p>
<br>

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