blessfrey milestones
This is a list of everything I need to add before the Blessfrey is complete, version by version. I can add more in subsequent updates, but I have to draw the line somewhere. The list is broken into versions.
Focus and finish the game!
legend
nothing at all, designed, basic implementation, intentionally designed, documented, but with known issues, playtested and polished...or at least as done as it will ever be
0.0 - ship literally anything at all
- ★ feature: export, embed
- ★ make a project
- . export it
- ★ embed it on my website
- • have someone else play it on their computer
0.1 - skillbar + classes
- ☆ feature: working skill system, multiclass system
basics
- ★ quit button
- ★ all text is in a spreadsheet. at least 2 working languages and a way to switch between them.
characters
- ★ entities have base id, ref id
- ★ characters can calculate their AR
- . characters can have a special skill active on them like Stun Immunity or Natural Resistance. This can make the character have altered armor against damage types. Plants are more susceptible to fire and slashing. Etc.
life + spirit
- ★ characters can calculate their maximum life
- • characters can calculate their maximum spirit.
- • character has life
- . character has spirit
- • characters start with pips of spirit regen
- ★ a pip of spirit regen generates spirit periodically
- ☆ spirit can drop below 0
- ☆ The UI will read 0 until spirit is recovered.
- ★ if character is at less than full life, is not attacking, not taking damage from attacks, not using offensive skills, not being targeted by offensive skills, and has not lost life for 5 seconds or has a degen effect, their life will begin to regen slowly at a rate that increases by 1 every 2 seconds until it reaches +7 pips of life regen.
- • a character cannot reduce their max life below 1
- • changes to max life can not reduce current life below 1
- • a pip of life generates life periodically
- ☆ although active pips have a ceiling, the character tracks the all pips applied to him.
- ☆ The UI will show all pips applied to character. They will still be there to counteract degen as it's applied.
- ★ skills can increase max life
- . life is lost by damage, life degen, sacrifice, life stealing, life draining, life decrease due to a decrease in maximum life, the loss of all life due to an instant death effect, direct life loss from other sources (such as Infuse life, Spoil Victor, Shelter)
- . life is gained by life regeneration, life stealing, life draining, and the heal keyword.
- ☆ only the heal keyword is modified by healing modifiers and triggers
- ★ SKILL: Stubborn Cold - For 10 seconds, target gains 33% less benefit from healing.
- • SKILL: Grapefruit - For 45 seconds, medicine heals for 50% more.
- . SKILL: Life Giver - For 30 seconds, every time target is healed, healer takes 10 damage.
- ☆ heal is still shown even if character is at max life, etc - blue numbers over head
- • party healing provides healing, life gain, or life regen to all party members
- ★ life draining keyword - belongs to vampiric weapon. Steal 1...5 life each time you hit.
equipment + weapons
- • character has equipment
- ★ character has weapons
- ☆ equipment reduces armor-respecting damage
- ☆ a set of armor increases spirit regen.
- . a set of armor increases spirit.
- • there are different equipment slots
- ☆ there is a main hand and an off-hand slot
- • main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness.
- . armor can be modified by keywords
- ☆ Attacks will hit a randomly selected piece of gear. Other pieces do not matter, only the struck piece.
- ☆ Pieces of gear have varying chances of being struck
- ☆ SKILL: Guaranteed headshot.
- ☆ SKILL: If attack hits the target's legs, cause target to trip.
- . Track headshots
- . some damage ignores armor.
- ★ bonus damage ignores armor.
- ☆ AR enhancing skills do not stack beyond +25 AR. (A single skill can still exist, though, that "Blessing. +40 armor for 5 seconds. When nonstacking, only the skill with the highest bonus will apply. )
- ★ weapons have slots for mods
- ☆ gear has slots for mods
job/gig
- ★ character has job / gig
- ★ player can change gig
- ☆ player can change job (just for this version)
- . jobs and gigs have attributes
- ☆ only jobs have perks
- . associated skills of the gig's perk will still be shown in the skill list
- ★ perks bestow a constant effect on the character
- • you can gain attribute points
- . you can spend attribute points and pump up attributes
- ☆ skills' values scale with their associated attributes
- . attributes can only be increased to a value between 1 and 16 by spending points.
- ☆ attributes can be modified beyond 1-16 with runes, keywords, etc
- ★ changing gig refunds all attribute points spent in former gig attributes
skills
- . skillbar slots can be empty
- . skill loop
- . attack skill loop
- • skills consume an spirit cost
- . track skills currently applied to character
- • track keywords currently applied to character
- . track status effects currently applied to character
- ☆ skills cannot be used again until the cooldown duration ends.
- . interrupted skills, skills disrupted by Trip have to wait for the cooldown duration.
- . failed skills recharge immediately.
- • cooldown can be modified
- ☆ stackable cooldown modifiers are maxxed at 50% reduced cooldown. A single nonstacking skill can still be whatever it wants to be (5 seconds. All skills cooldown 80% more quickly.)
- ★ skills can be instantly recharged
- • SKILL: Attack skill. recharge all other skills if attack hits.
- . SKILL: Attack skill. Instantly recharges if target is above 50% life.
- . SKILL: For 30s, cooldown for attack skills is reduced by 33%. Skill ends if your life drops below 50%. (Does not affect its own cooldown. This does not affect interrupted skills, as they didn't activate.)
- . skills can be elite
- • only one elite skill can be equipped on the skillbar. All but the rightmost will be removed.
- ★ If elite skills are sideloaded onto the bar, more than one elite can be on the bar. The bar will be appropriately policed when changing zones.
- ★ skills can be acquired.
- . skills can be captured from dead characters
- ☆ There are 35 core skills for each job that define the job. There are 25-30 additional skills that define the setting. There's also rez sig, available to everyone. 5 core skills per job are elite. 10 per job per setting are elite.
- ☆ BF should shoot for 6 jobs, 210 core skills, 150 setting skills, and of those, 90 should be elite. There should also be a number of special, boss-only, monster-only skills, plus some festival skills or mission-only temporary skills.
- . duplicate skills cannot be equipped onto the skillbar. All but the rightmost copy will be kept.
- . Echos let you duplicate skills temporarily, captures let you sideload a dupe on the bar, thievery skills also, etc. After zoning, only the rightmost dupe will be kept.
- ★ environment effect is a type of skill that is triggered rather than activated. It cannot be learned or used.
- • environment effect continuously is applied to new characters entering area
- • skills can be canceled
- ★ skills can be canceled during their activation time
- • skills can be canceled by pressing a movement key
- . skills can be canceled by pressing a cancel key
- . canceled skills do not activate
- ★ canceled skills still exact their initial costs
- ★ canceled skills do not need to recharge
- ★ canceled skills do not cause aftercast delay
- . skills can affect multiple targets
- ★ skills can fail if not targeting a human
- • skill can be self-targeting, regardless of target
- ☆ skills can affect everything within an area
- • skills can affect everything of a certain type
- skill autoequip from save✗
- skill equip new skill/empty slot/rearrange skillbar✗
- skill use by click/keyboard/AI selection✗
- skill range✗
- skill move into range✗
- skill activation✓
- skill cooldown✗
- skill cost/insuffient funds✗
- skill interrupt✗
- skill removal✗
- room/equipment skill✗
- Blessing. When character is moving, heal for 5 life every 1 second.✗
- Remove all blessings and poisons. Heal for 10 life for each blessing removed. Gain 10 spirit for each poison removed.✗
- Poison. If target is Blessed, Reduce Max Health by 25% (20 seconds). If poison ends early, target takes 50 damage.✗
- Blessing. Increase effectiveness of Disciple skills.✗
- Miracle. Remove 1 blessing. Disable skill on source's bar (5 seconds).✗
keywords
- ☆ duration is specified in seconds
- • values (like duration) can be fixed or vary with a skill's attribute
- ★ values (like duration) can be modified by other factors like marks or blessings
- ☆ values (like duration) that vary are shown 0...12...15 (value at attribute set to zero...set to 12...set to 15
- ★ duration modifiers are always measured in percentages.
- ☆ knocked down character cannot activate skills with an activation time or aftercast delay
- ☆ knocked down character cannot switch weapons or equipment
- ★ knocked down character's currently activating skill that has a activate skills with an activation time or aftercast delay will be interrupted
- . attack keyword deals damage to target
- ☆ damage keyword
- . all damage has a damage type
- ☆ the subskill projectiles, etc use cannot be interrupted
- . damage types: Holy Damage, Fire Damage, Cold Damage, Physical Damage -> Blunt, Piercing, Slashing
- • armor-ignoring damage is not impacted by the target's AR or level. Any damage can be armor-ignoring; it's not tied to a specific damage type.
- ★ armor-ignoring damage is dealt without consideration to the user's level.
- ★ armor-ignoring damage does not benefit from base or bonus armor penetration
- ☆ armor-ignoring damage is affected by damage modifiers which affect all damage. Protective Spirit, Shielding Hands, Frenzy.
- ☆ armor-ignoring damage comes from typeless damage, specific skills, shadow damage, most Holy damage but not that from weapons, bonus damage from attack skills, and damage from skills that explicitly ignore armor. Mesmer, Necros, and Monks often deal armor-ignoring dmaage. Sins deal most of their damage through bonus damage.
- ★ Skills that inflict direct life loss, life stealing, and life degen ignore armor, but obey damage reduction rules (e.g, from character level differences)
- ☆ the Damage Monitor displays the source of damage a player has received in the last moments. x2 Vicious Attack. x66 Quick Shot, Cruel Spear. If the player dies, it will remain frozen until rez.
- ☆ modify damage order: Life steal/Life loss | base weapon damage | linear elemental damage buffs | group (flurry, dual shot, triple shot) | armor, armor penetration, character level, other modifiers that affect damage calulation | attack skill damage and linear nonelemental damage buffs | group (primal rage, frenzy, frenzied defense) | Xinrae's Weapon | Defy Pain | Shield Inscriptions | Dark Escape | Reverse Hex | Shelter | Protective Bond | Group (in order of a0plication - Life Barrier, Life Bond, Protective Spirit, Lightbringer) | They're on Fire | Group (Mantra of Flame, Frost, Lightning, Earth) | Mark of Protection | Union | Group (Stoneflesh Aurua, Shile dof Absoprtion, Shielding Hands) | Group (Reversal of Fortune, Life Sheath). But Life Steal/Life Loss can be modified by specific protective skills, like (Convert next incoming life steal to life).
- ☆ event order: FIFO
- • conditional keywords - 'if X, then Y'
- ☆ track whether attack connects
- • status effect: bleeding - applies slight life degen for a long period
- • life degen - takes target's life over time
- • life drain - takes target's life over time and increases user's life over time
- ☆ spirit degen - takes target's spirit over time
- . spirit drain - takes target's spirit over time and increases user's spirit over time
- ☆ Bleeding: -3 life degeneration
- • Bleeding is a status effect
- • Blind is a status effect
- ★ Blind gives a 90% chance to miss melee and missile attacks. Projectiles also have a greater chance to stray.
- ☆ Burning is a status effect
- ☆ Burning gives -7 life degen
- • damage from burning life degen deals fire damage
- ☆ cracked armor is a status effect
- ★ cracked armor gives -20 armor (minimum 60)
- ☆ cracked armor takes effect before the armor cap
attack
- • attack loop
- ★ can attack
- • attack damage is based on equipment
- ☆ attack speed is based on equipment
- • attack speed can be modified by X%
- ★ SKILL: Attack skill. (spirit cost 5. activation time 1s.) Deal +30 attacks. (This skill doesn't use default weapon speed.)
- ★ can auto-attack
- ★ attack skills have the same speed and damage as an auto-attack unless otherwise stated
- • attack skills with a specified activation time are affected by any effect that alters attack speeds
- ☆ attack skills deal bonus damage in addition to the attack damage when specified (deal +15 damage)
- ★ bonus damage ignores armor rating
- ☆ bonus damage is the same damage type as the base damage
- . Pet Attacks are not attack skills
- . SKILL: Attack twice.
- ☆ attack can miss
- ★ The chance to miss stacks multiplicatively rather than additively. 50% + 50% = 75%.
- • projectile attacks can miss even if Blind, etc is applied after the attack
- ☆ SKILL: For 5 seconds, target has 66% chance to miss attacks.
- • SKILL: For 10 seconds, you cannot miss target.
- • attacks can be interrupted
- . skills can be disabled.
- ☆ disabled skills cannot be used. They may be put on cooldown (either with additional seconds tacked onto normal cooldown or a custom length that ignores the cooldown duration). They may also be disabled until a when condition is met. Or they may be disabled permanently.
- ★ you can disable skills on your party's skillbar, so that the AI will not use them. You can still manually use them while they are disabled. The AI will consider them again for usage when the player removes the disable.
- ☆ disabled skills are not affected by keywords that affect cooldown time.
- ★ skills already on cooldown (let's say 19 more seconds) do not have their cooldown reduced by a disable (let's say - disable all skills for 5 seconds)
- ☆ skills already on cooldown (let's say 3 more seconds) have their cooldown increased by a disable (let's say - disable all skills for 5 seconds)
- ★ Additional recharge time and disabling duration are unaffected by skills that reduce recharge time. For instance, casting Meteor Shower (60s recharge time) after Glyph of Sacrifice (+30s recharge time) while under Serpent's Quickness (33% recharge time reduction) will lead to a 2/3*60s+30s=70s recharge time instead of 2/3*(60s+30s)=60s recharge time.
- • weapon skills will be disabled if the correct weapon is not equipped. A sword skill will be disabled if a pistol is equipped.
- ★ SKILL: (20s cooldown) Do something. Skill is disabled for 45 seconds.
- ★ SKILL: For 60 seconds, all skills recharge 50% more quickly.
- . SKILL: Your next skill gives you 180% of its spirit cost. That skill is disabled for +10 seconds.
- . SKILL: Heal for 100. Disables your other Healing Attribute skills.
- • skills with an activation time can be interrupted
- ☆ interrupted targets halt the activation bar and change its color, activating skill ends without instarecharge, queued skills will be unqueued.
- ★ SKILL: You cannot be interrupted. Each time you would have been interrupted, you lose 5 spirit or skill ends.
- . SKILL: If target is using a skill, that skill is interrupted and target takes 100 damage. (Damage is not dependant on interruption.)
- . SKILL: Interrupt target. If a skill was interrupted, inflict Burning. (Burning is dependant on interruption)
- ★ SKILL. Attack. Interrupt target's action. If action was a miracle, that miracle is disabled for +20 seconds. (If the miracle is not interrupted, the target's miracle will skill become disabled.)
- . SKILL. Mark target. Next time target attacks, the attack is interrupted and foe suffers 70 damage. (Interruption cannot be prevented.)
- ☆ SKILL. Interrupt action. If action was a skill, that skill is disabled for 10 seconds, and this skill is replaced by that skill. (If interruption is prevented, skill is not disabled nor copied.)
- • skills can be easily interruptible
- ★ easily interruptible skills will be interrupted by any successful incoming attack during its activation
- . SKILL. Heal for 85. Easily interrupted.
- . skill can be blocked
- • blocked skills deal no damage
- ☆ stackable blocking skills are multiplicative. Two 50% chance to block skills = 75% chance to block.
- ★ blocking can be bypassed or disallowed.
- . SKILL: Next time target blocks, he takes 100 damage.
- • SKILL: You have a 75% chance to block. Lose 5 spirit for each attack blocked or skill ends.
- ☆ SKILL: Deal +50 damage. This attack is unblockable.
- • skill can fail
- . skill fails when insufficient funds
- ☆ skill fails when rule requirements are not met
- • SKILL: Attack for +50 damage. Skill fails if you are not blessed.
- ☆ SKILL: Attack for +50 damage. 50% chance of failure if this skill's associated perk is 4 or less.
- ☆ skill fails when target died during activation
- ★ some skills actually target the target's location, so they will not fail if the target dies. Fire Storm, etc.
- . skill fails when target became invalid during activation. A target can become invalid if you are using a resurrection skill on a dead character that becomes alive before you finish activating. Also, a target may complete an "untargetability" skill like SF or VoS while your skill is activating.
- ★ skill fails when the skill becomes disabled. (Blackout was used on you during activating your skill.)
- • when skill fails, activation stops, and skill recharges. Skill cost is not refunded, and failed attacks still counts as an attack.
- ☆ press cancel to cancel skill during activation duration
- ☆ skills have an activation time
- • activation time begins as soon as a character selects the skill
- ☆ activated skills are executed
- • activation time is halted and skill fails if it is interrupted or canceled
- • After the activation time of a skill with a stated activation time, there will be an aftercast delay of 3/4s before the skill user can act again
- ☆ attack skills with unstated activation time will use the first half of the character's next attack interval. The remaining half will be the time it takes the character to return to the neutral state. For Body Blow, it takes half of 1.33 seconds for axe-wielders and half of 1.75 seconds for hammer-wielders.
- • Skills with an explicit activation time - halfway through the interval, a melee attack will connect with its target and a ranged attack will launch its projectile. The remaining half will be used to return to a neutral state.
- . Attack skills bypass the return-to-neutral delay from the previous attack.
- ★ Pet attacks function as shouts.
- • Effects and Skills like Migraine that affect the activation time of any skill will not affect the activation time of attack skills.
- • Attack skills are affected by IAS effects.
- . Spells and Signets use the stated activation time. Spell casting time can be modified by half casting time weapon upgrades, Fast Casting, and skills or effects that explicitly reduce it (e.g. Healer's Boon). Signets are also affected by Fast Casting and a different set of skills or effects. In addition, all signets and nearly all spells suffer from aftercast delay.
- • Flash enchantment spells have no activation time or aftercast delay but cannot be activated while activating other skills or while tripped
- ★ Shouts can be activated immediately, outside the queue, in the middle of other actions, or while tripped
- . Character cannot be tripped while tripped
- • Pet attacks can be activated immediately, outside the queue, in the middle of other actions, or while tripped
- • Stances can be activated immediately, outside the queue, in the middle of other actions, or while tripped
- ☆ Some skills have no specified activation time but suffer aftercast delay. Others cannot be activated in mid-action even though they have no aftercast delay.
- ☆ Ranger skills with activation times have aftercast delay to prevent damage compression/spikes
- • A skill with an explicit activation time can be used to bypass the second half of a previous attack interval (after that attack has hit). Use Executioner's Strike after Eviscerate at normal speed will land 1.33 after Eviscerate, while Agonizing Chop would have landed 1/2 second after Eviscerate.
- ★ spirit loss - target loses spirit
- • attacks have a chance to be critical
- . when - when X, do Y
- ★ when - the next 3 times X happens, do Y
- . when - when X, if Y, do Z
- . skills have classifications. Skill, Poison, Blessing, etc.
- ★ keywords have a duration or other exit condition
- ☆ when - after X seconds, do Y
- ★ modify critical hit rate - skill guarantees next attack crits, perk guarantees every other attack is a crit
- ★ modify miss rate (default is 0%, but some skills make missing possible)
- . projectiles
- • projectiles travel to target then bestow the effect they carry
- ★ projectiles can be obstructed
- • projectiles are obstructed when the target is behind an impenetrable barrier at time of fire
- • projectiles can stray
- ★ projectiles stray when the target is moving toward an obstructed location
- ★ projectiles can be dodged
- • projectiles are dodged when the target kites, causing the projectile to land in the place where the target would have been
- . projectiles can be obstructed
- • shouts have no activation time
- ☆ shouts can be used during the activation time of another skill or when tripped.
- . multiple shouts can be active at the same time
- ☆ Unlike most skills, if target is not within range, the character will not try to get closer to use the skill. The skill will not activate and warn you that target is out of range.
- . 'skill' is the most basic skill type.
- ★ Attack skill -> Pet Attacks, Melee Attacks, Ranged Attacks
- . Melee Attack -> Axe Attack, Dagger Attack, etc
- . Ranged Attack -> Bow attack, spear attack, etc
- • Blessing
- ★ Chant
- . Condition
- ☆ Disguise
- . Echo
- ★ Elite
- ★ Environment Effect
- . Form
- ★ Glyph
- ☆ Party Bonus
- ☆ Preparation
- ☆ Ritual -> Binding Ritual, Nature Ritual, Ebon Vanguard Ritual
- ☆ Shout
- ☆ Signet
- ☆ Spell -> Enchantment spell, hex spell, item spell, ward spell, weapon spell, well spell
- . Enchantment spell -> Flash Enchantment spell
- ☆ Stance
- ★ Title
- ★ Trap
- ★ the skill queue tracks skills you attempt to activate before completing your current action. queued skills have a rippling effect on their icon in your skill bar.
- ☆ only one skill can be queued. Attempting another will drop the first from the queue.
- ★ queued skills begin activating as soon as activation completed for the first skill or after any aftercast delay ends.
- . aftercast delay is 3/4s.
- . if you try to use a skill on an out-of-range target, the skill will queue and you will pathfind towards the target. the skill will begin activating as soon as you are within range. (shouts fail if target is out of range)
stacks
- ☆ effects stack by adding totals from all sources (equipment, skills, environment, etc) unless the effect is capped, the source of the contribution has a cap to its contribution, or a more complex formula is involved.
- . armor bonuses stack, but some are labeled "non-stacking"
- ☆ The strongest nonstacking bonus takes precedence, but all penalties will be applied. Sup and Major will not both apply their boost, even if they still exact -35 and -75 life penalties.
- ★ headgear attribute bonus always stacks
- ★ AR and damage reduction equipment mods do not stack. They only apply locally to the part of the body protected by the piece of equipment.
- . life and spirit bonuses on armor stack, but runes of vigor do not.
- ☆ runes and inscriptions that provide condition reduction stack with each other. Runes that provide the same condition reduction do not stack.
- • life and spirit bonuses on weapons stack
- . weapon mods that provide condition reduction stack with each other
- ★ weapon mods that affect casting and recharge times stack but are capped.
- ★ skill effects typically do not stack. The most recent or most powerful application takes precedence.
- . The beneficial effects of hex spells on different targets stack. Life Siphon on two foes will provide twice as much life regen.
- ★ the beneficial effects of hex spells on the same target stack. AP provides each spellcaster the spirit gain and skill recharge when the foe dies.
- ☆ characters can only be affected by one stance
- • characters can only be affected by one preparation
- ☆ characters can only be affected by one party bonus
- . characters can only be affected by one glyph
- ★ characters can only be affected by one weapon spell
- ☆ characters can only be affected by one form
- ★ pets can only be affected by one pet attack buff
- • characters can only hold one bundle (activating a new bundle skill will cause the old one to be dropped and trigger drop effect)
- • (for the above, activating a new one of the same type will override any existing ones
- . a new binding ritual or nature ritual of an existing ally type will kill the existing ally spirit.
- ☆ random chances stack multiplicatively and are capped at 100%.
- • In most cases, a cap can be exceeded by a single source.
- ★ Effects that increase/decrease attack speed actually decrease/increase the time taken to attack, resulting in a significantly greater change than stated in skill descriptions.
- • Attack Speed: +33% to -50%
- . Movement Speed: +34% to -50%
- ★ Block or Miss: 100% to 0% | stacks multiplicatively
- ☆ Healing: +???% to -40%
- . Life/Spirit Regen: +10 to -10 | apply to single effects not just multiple sources
- ☆ Recharge Time: ??? to -50% | single skill effect can bypass this limit; item mods cannot stack beyond this limit
- ★ Activation Time: +150% to -25% | Fast Casting does not count toward this cap
- . Armor Rating: +25 to 60 AR | The positive cap is only applied to bonus armor. Core and special armor are uncapped. Negative bonus armor can only reduce your armor to 60, or to your core armor rating, if that is below 60.
- • Attribute: 20 to 0 | These caps apply to single effects not just multiple sources. 21 can be reached using weapons with a chance of boosting an attribute.
- • Damage multipliers: ? to ?
- ★ Projectile travel speed: +100% to -50%
- ★ Maximum life: ? to 1 | The minimum cap also applies to single effects.
- ☆ Condition duration: ? to 0s | the cap only applies to the remaining duration. Conditions can be re-applied indefinitely. A zero-second duration condition will trigger Fragility once instead of twice. (skill causes damage upon infliction and recovery of a new condition)
- • Combat experience: 350% to ???%
- • The maximum number of maintained enchantments is limited only by your spirit regen. You can never have less than -10 regen. Any maintained enchantments in excess of that cap will be lost. Monks can maintain 14 enchantments.
- • character cannot have duplicate status effects applied. The old will not trigger completion or removal events ('when burning ends, do X' -- in this case, you must wait for the character to stop burning, no matter where the last second of burning originated from). The new counts as an additional application (in case there is like 'when bleeding is applied on you three separate times'). If values are different, the rules will be defined by a case-by-case basis for which overwrites the other.
- . stances end before being reapplied
0.2 - later
- ☆ weapon, equipment, etc, can increase max life
- ☆ characters are in parties
- • characters belong to factions
- ☆ characters can be passive
- • characters can be fleshy
- ☆ character can be a summon
- . character can be a boss
- • feature: ???
- ☆ knock down causes target to fall
- • knocked down character cannot move
- ★ All skills with an area of effect greater than the target itself will apply to all targets within a circle of the mentioned proximity of the skill
- ★ Bleeding visual effect - something cool like Hades's death animation
- . Blind visual effect - hazy black over head
- • Burning visual effect - engulfed in flame
- ☆ adjacent on user affects directly around the user
- ☆ adjacent on target affects directly around target
- ☆ line = cause a long, linear effect on the ground like Lightning Javelin. (Send out a lightning javelin that strikes for 40 damage if it hits. It strikes all foes between you and your target.
- • Adjacent is 166 gwinches, roughly 1/6 the size of the aggro bubble, larger than melee/touch range but smaller than nearby (about 2/3)
- . Adjacent to target is the standard area of effect for melee attacks, touch skills, and scythe radius. Skills that target others and say 'adjacent' usually use this range.
- • nearby = 252 gwinches, roughly 1/4 the size of the aggro bubble or 1.5x adjacent.
- ★ Spirit range affects an area of 2512 gwinches unless otherwise stated (slightly less than 2.5x the aggro bubble and slightly more than half of party range. This is about the size of the compass center to halfway between the end of the aggro bubble and the compass's end. This is the minimum distance at which any two spirits with the same name created by the same party can exist.
- ★ Party area: 5020 gwinches, only for skills that affect hte whole pary. It is 12% larger than the compass. Party members outside of this range turn gray on the party window. The is the maximum range enchantments can be maintained. Cautery Signet and Mystic Healing have an unlimited range.
- ☆ adjacent melee touch - 144 gwinches - 0% of danger zone - spells, melee weapons, other skills - touch skills are 86.746987951% closer than adjacent range
- ★ adjacent 11% - self-targeting skills
- • nearby - 16% - near the target
- ☆ in the area - 22% - wards, wells, AoE spells - largest range for offensive spells
- • half-range - 60% - half-ranged skills
- ★ earshot - 100% - shouts, chants
- ☆ projectile (short) - 100% - 1004 gwinches - shortbow, spear - affected by relative height
- ☆ spell - 1248 gwinches - 120% - spells, staves, wands, most skills - includes projectile spells. Staffs, Wands, and projectile spells are not affected by height.
- ☆ projectile (standard) - 1273 gwinches - 120% - hornbows, recurve bows - affected by relative height
- . projectile (long) - 1498 gwinches - 135% - flatbow, longbow, ranger bow attacks, paragon and assassin skills - affected by relative height
- • spirit - 1498 gwinches - 135% - active spirits - affected by relative height
- • spirit - 2512 gwinches - 250% - passive spirits, siege turtle attack, kournan siege
- • soul - 2508gwinches - 250-300% - soul reaping
- ★ spirit (passive) - 270% - passive spirits - affected by relative height
- • party, compass - 5020 gwinches - slightly larger than compass - visual range for characters, bundles, objects. outisde, they fade from sight and cannot be selected
- • party - 378% - party spells, maintained enchantments - maintained enchantments are dropped outside of the range
- . Number of skills with AoE Size ... Point blank 0 | Adjacent to target 0 | Adjacent 190 | Nearby 161 | In the Area 88 | Line: 4 | Half-range: 0 | Earshot: 124 | Spirit range: 49 | Party area: 27
- • untargeted shouts affect every applicable target within earshot
- . line of sight is the line between something and its target
- ★ targeted shouts have spell range by default
- • If the target is out of range when activating a skill, your character will path toward the target (rather than the closest location where the target would be in range), stopping to activate it shortly after entering range. Manually moving in range will give better results when trying to pull enemies and avoid over-aggro or aggroing before using your first skill
- . characters can have patrol routes
- ☆ The Danger Zone is more commonly known as the "aggro bubble", the white translucent circle around your character on the radar. It determines when NPCs become aware of, and subsequently hostile to, their foes. Exceptions to subsequent hostility include most characters with level 1-2 in starting areas, like Juvenile Bladed Termites in Normal mode.
complete features list
- • Activator
- . AI - states, transitions, patrols, flocking, idle, aggro, passive
- • Ambience audio
- • AR
- ★ Attack loop
- . Attack audio
- ★ Attack animation, visual effects
- • Attack Skill
- ★ Attribute
- • Barks - contextual, story-based, character relationship-based
- . BGM
- . Characters
- ★ Character Animations - walk up, walk down, walk right, pick up, weapon swing, skill use, death, chatting, idle
- ☆ Character Hitbox
- ☆ Config
- ☆ Containers - guaranteed, random
- • Controls - remappable
- ★ Damage - Armor-ignoring, Armor penetration, reduction, absorption, calculation
- ★ Death
- • Dialogue System - Branching, Variables, Conditions
- ☆ Disposition System - likes, dislikes, gifts, friendship, dating
- • DMV
- . Drop Table
- ★ Environment Skills
- ☆ Environment Weapons
- ★ Equipment
- • Equipment Animations (Change character appearance)
- ★ Events - Holidays, Quests
- ★ Event Handlers
- • Experience - level
- • Factions - disposition, aggression
- ★ Footsteps audio
- ☆ Gear - slots, mods
- . Gig - change
- ☆ Idle Animations - sit on couches, dance, lay on grass, etc
- ★ Inspect Menu
- . Interact - Ally, Container, Foe
- ☆ Inventory - sort, rearrange, split, drop
- ★ Item - pickup, drop, use
- • Job
- . KnowledgeBase
- ★ Life - Max, Regen
- . MessageBus
- . Main Story
- ★ Minigame - Chanting, Clapping, Fishing, Rhyming, Rhythm
- ★ Obstructions - Impermeable Walls, Permeable Walls, Opaque Walls, Transparent Walls, Destructible Walls, Summonable Walls
- ★ Pathfinding, Following
- • Pause Button, Speed up or Slow down game time
- ☆ Perk
- • Projectiles
- . Rarity
- • Resurrection
- • Serialization - Save, Load, BU save files
- ★ Scripting - characters act out cutscene, daily routine
- • Skill - acquisition, using, out-of-range, cancel, interrupt, miss
- ★ Skill - AI prioritization
- • Skill & Keyword audio
- ★ Skill & Keyword animation, visual effects
- • Skill Library - sort by job, classifications, alphabetical, order obtained, freq of usse
- . Skillbar - dragon drop, enforce deckbuilding rules, no editting during missions
- • Spawnpoint - Player, other things
- . Spirit - Max, Regen
- ☆ Stores - Buy, Sell, Custom Quantity, Promotions
- ★ Targeting - AI Prioritization
- ☆ Team - leader, flag movement, party formation, aggression, access their equipment
- ★ UI - Hide it optionally
- ☆ UI - start screen, controls, language, graphics settings, credits
- • UI - CanvasLayers
- ★ UI - character introduction, boss introduction
- • UI - cursors, fonts
- . UI - dialogue box, rich text, emoticons, options, name, portraits
- . UI - forms, questionnaires, homework sheets, bingo cards
- ☆ UI - highlight, names, hover vs targeted
- ★ UI - inspect menu
- . UI - lifebar, spiritbar, skillbar
- . UI - main menu
- ☆ UI - smartphone - change background, change theme, phone charm, phone case
- ☆ UI - smartphone apps - inventory, audio, skill library, dialogue log, quest journal, codex, messaging, app store, settings, screenshot gallery, oekaki, real web browser, equipment paper doll
- ★ UI - target lifebar, spiritbar,
- • UI - volume sliders, mute buttons
- ★ Voiceacting - make game playable voiceless and without downloading all the GB of audio
- ★ Weapons
- ★ Zone - travel between zones, safe vs combat,
testing, promotion
- ☆ Booths - computers, keyboards, mouses, decorations, fliers, promo items
- • Festivals/Contests - local cons, Godot Con, Indie Games Expo, Game Awards, PAX, GDC
- • Funding - Kickstarts, Indie Go Go. Can cover publishing, legal fees, plus stretch goals like translations, more platforms, professional editors, hiring cool illustrators and music artists, Trigger to redo my animations
- ☆ Merch - that company that sells limited run Switch games, OMO-Cat
- • Playtesting - colorblind, French keyboard, touchscreen, voice commands, XBOX controller, onscreen keyboard, alternative accessibility inputs, Steam Deck, different res, different specs, different OSs
- ★ Press - youtube, twitch, bloggers, noclip, national news outlets. obv Godot showcase.
- ☆ Social Media - Interact with people on forums, Twitter, Discord, platforms
- ☆ Store Page - Tagline, paragraph writeup, long writeup, screenshots, GIFs, gameplay trailer, small thumbnail cover art, boxart-like vertical cover art, banner art
- . Platform - achievements, cloud saves, Steam Overlay, manual, soundtrack, artbook, novel, 4koma, wallpapers, LINE emoticons, 3D paper
- ☆ Application - desktop icon
post-release or never
- . Add your own music into the music folder
- • Play as a boy
- ☆ Translate into other languages
- ☆ Festivals/Contests - local cons, Godot Con, Indie Games Expo, Game Awards, PAX, GDC
- ★ Booths - computers, keyboards, mouses, decorations, fliers, promo items
- • Funding - Kickstarts, Indie Go Go. Can cover publishing, legal fees, plus stretch goals like translations, more platforms, professional editors, hiring cool illustrators and music artists, Trigger to redo my animations
- • Merch - that company that sells limited run Switch games, OMO-Cat
- • Store Page - Tagline, paragraph writeup, long writeup, screenshots, GIFs, gameplay trailer, small thumbnail cover art, boxart-like vertical cover art, banner art
- . Platform - achievements, cloud saves, Steam Overlay, manual, soundtrack, artbook, novel, 4koma, wallpapers, LINE emoticons, 3D paper
- . Application - desktop icon