While grounding up my prototype, it is rough pitch with rough game design. thus... a lot of elements can be modified/discarded later.
Working Title - Absorber
I had odd idea while I am grasping IoC with playing Synthetik Legion Rising and other games - "I wonder about Rogue Lite in Beat'em up format. possibly with some elements that player can experiment/customize like their stance, move and so on."
after some thoughts in game design... it could be possible, yet with some potential threats. thus I have to aim smaller prototype first and decide whether it could work.
the pitch with hotfix (grammar fix and polished tone) from Kitsunemitsu.
Absorber is Rogue Lite Beat'em up. You have been saved from by "Mother". Soon, Mother has been kidnapped and you are now framed for ritual murders. People in Padre Terra want you dead and you must rescue Mother. With previous guidance from Mother, you must carefully pick your stance, moves and belongings or you will be a dead man. Absorb your enemy to acquire their move, and stance, and discard them if they have no purpose. Along your rescue, you will get heat from gangs, mercenaries and police. Manipulate them to your advantage. Make them lose their pursuit, trigger wars between them, and cause chaos in their ranks. Send your gratitude at Mother for her blessings. After all, this is all about the survival of yourself and Mother, nothing else really matters. Learn from your foes, absorb them, and then toss them aside.
i will post further details (along with potential obstacles in development) later. Gotta code for now.
11/16/2023
i been fully focusing on the project. yet, i forgot to leave proper record/posts of my current project. it is technical prototyping, thus there has been a lot of re tweaking, reassessment. currently, i am implementing adequate stat system, which can be used in multiple components. i will leave the brief note of my current progress.
"along with approaches... like Custom Resource, static method, so on... I can come like this(not overhaul) -when games starts, ActorAttributes, ActorAction(technique) init from reading Custom Resource which hold read only value -ActorAttributes are in ActorAttibutesComponent from each actor. they carry local few local value on certain Attributes like Health. ActorActions are stored in related states (attack, defense, move and so on) -ActorAction have ActorModifiers. but ActorModifiers do not carry local value. but it carries reference at specific Custom Resource. thus, if it need to do own method with certain value, it gets value from that Custom Resource. or.. i can let Custom Resource inherit some interface like IModifier in some cases. -instead of calculating total damage/attack speed when attack is initiated, it is calculated already when all these Attributes/Modifiers are set or replaced (runtime) on Actor. thus ActorAction do not carry Attributes/modifiers as local, but as references from Custom Resource. yet, it has Total Damage/Attack Speed as local value. -from above, if that modifier is conditional like (25% extra punch damage on counterhit), then custom class with that "25% damage multiplier" should be stored in Damage Data. -Damage Data is stored in AttackHitArea, which inherits from Area2D. -within overlapping Area2D (when attack happens on counterpart actor), counterpart actor's ActorAreaHitArea will get Damage Data from AttackHitArea. -from Damage Data, counterpart actor do necessary HurtState check along with damage check, especially with conditional Damage. Originally, i planned initially as modifiers via reading from Custom Resource and creating own local value inside each modifiers. but... Custom Resource is already stored in disk like Unity's Scriptable Object, i do not see a point on creating another value. at same time, these value are only read only as well, which only stack/manuplate other values, not themselves. but those modifiers with all kind of interafaces, still serve as functionality. what do you think? beside, Custom Resource function similarly as static class already and i already stored those's node paths on another static class."