small-nav
chimchooree 3 years ago
parent a784929641
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<h1>hostility</h1>
february 2, 2022<br>
#design #mechanic<br>
<br>
<br>
<h2>what is hostility? </h2><br>
NPCs will generally not seek out the player for combat. They will either stand stationary or follow their patrol route, oblivious of the player until becoming hostile. An NPC will become hostile under a few conditions:
<ul>
<li>The player or an NPC allied with the player enters its social distance. </li>
<li>Dealing damage to it or its ally</li>
<li>Attacking it or its ally</li>
<li>Being damaged or attacked by it or its ally. </li>
</ul><br>
<br>
Currently, the ranges in Blessfrey mirror Edward T. Hall's zoning for interpersonal distances. Intimate distance is used for physical interaction and melee attacks, social distance is used for assessing hostility and ranged attacks. <br>
<center><img src="/static/img/ent/Personal_Space.svg" alt="(image: A visualization of proxemics by WebHamster of Wikipedia. Around someone are 4 concentric circles with varying diameters: within 25 feet is their public space, 12 feet is their social space, 4 feet is their personal space, and 1.5 feet is their intimate space.)" width="500" height="267.72"></center>
(By &lt;a href=&quot;//commons.wikimedia.org/wiki/User:WebHamster&quot; title=&quot;User:WebHamster&quot;&gt;WebHamster&lt;/a&gt; - &lt;span class=&quot;int-own-work&quot; lang=&quot;en&quot;&gt;Own work&lt;/span&gt;, <a href="https://creativecommons.org/licenses/by-sa/3.0" title="Creative Commons Attribution-Share Alike 3.0">CC BY-SA 3.0</a>, <a href="https://commons.wikimedia.org/w/index.php?curid=6147809">Link</a>) <br>
<br>
It's a very similar concept to <a href="https://wiki.guildwars.com/wiki/Aggro">aggro</a> in Guild Wars because weaving through patrol patterns and balling mobs is one of my favorite things from any game, and I'd imagine it'd be just as fun in single player. <br>
<br>
<h2>when does a character become hostile? </h2><br>
<br>
<br>
Last updated January 12, 2022
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<h1>Projectiles </h1>
january 13, 2022<br>
#design <br>
<br>
My biggest hang-up right now is programming the controls to do what a player would expect them to do. Controls are more consistent than they were in the 90s, but they are not standardized enough to serve as more than a reference. To make it more confusing, multiplatform games like to map each control to more than one action. Even if I only played into the expectations of PC gamers, I still need to reference the controls of similar (usually multiplatform) games. <br>
<br>
<h2>move than do something </h2><br>
In particular, I feel like I design and redesign the action-movement loops over and over. In July, I published a <a href="">diagram</a> for the attack-movement loop. It translated well to code, but I was as narrowly focused on combat as the diagram shows. <br>
<br>
The new diagram is more concept-oriented than code-oriented, but it accounts for
<br>
<br>
Last Updated October 17, 2021
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<text y="-327.07">PUBLIC SPACE</text>
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<text y="-78.5">PERSONAL<tspan x="0" dy="18">SPACE</tspan></text>
<text y="-15.7">INTIMATE<tspan x="0" y="36.86">SPACE</tspan></text>
<text y="69.84">1.5 ft<tspan x="0" dy="18">(0.45 m)</tspan></text>
<text y="133.19">4 ft<tspan x="0" dy="18">(1.2 m)</tspan></text>
<text y="275.88">12 ft<tspan x="0" dy="18">(3.6 m)</tspan></text>
<text y="392.32">25 ft<tspan x="0" dy="18">(7.6 m)</tspan></text>
</svg>

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