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Weapons Brainstorming

Posted August 13, 2022 by Xhin

A bunch of really random ideas that will hopefully eventually culminate in a sane weapons generalization platform.

There are 7 Replies


  • Scythe -- goes out a little ways and then arcs like a sword but circular in a polar arc kind of way. Going out speed is probably slower. Could theoretically send it out in multiple directions at once -- opposing/3-way etc depending on angle subdivisions and polar functions, or along several routes some fixed amount of angles away.

  • Tracers -- traces a path randomly or via terrain or other conditions, kinda slow, then multiple projectiles go down that path quickly.

  • Different sword types that either move around a fixed point as you move (should be how they currently work except with more visual feedback) or are fixed around you regardless of where you move, their hit targets updating accordingly (but probably not their actual coord, that might be too complicated to pull off).

  • Stars - goes out, comes back, goes out again at a different angle, tracing a star pattern with polar coordinates.

  • Weaponized bomb arms -- blows up terrain like bombs but also does damage.

  • Double Swords -- goes in two (or more) square arcs spaced from each other tilewise.

  • Ring weapons -- runs in a ring out from you with an adjustable rectangular coordinate so can variously make squares, circles or hyperbolic patterns.

  • August 13, 2022
    Xhin
    Sky's the limit

    Additional Hand Weapon Ideas

    The more of these the better.

  • Staff -- very very low damage, very high knockback, works like the sword except the animations are flipped (so nw, north, ne looks like /-\). Can stun enemies.

  • Other types of reverb weapons that hit a solid or water and affect everything on the shore, up to some giant range. Very powerful based on the scope, but also very difficult to use properly.

  • Things come in from off-screen, maybe in a unit of 3 and have a reverse range because they come to you. Kind of like a backwards bow, but good for far-off enemies. A knockback stat here would instead do a winch.

  • Mouse-wheel-adjustable "knight" attacks -- lets you hit things on a specific ratio of X and Y away via the range. (mouse wheel adjusts ratio). Can never be 1:0, and has to be adjusted every time you want a different ratio, so pretty hard to use, but way more flexibility. Could call these Flex weapons.

  • Environment weapons -- usable only while you're standing on certain terrain patterns and affect everything on screen that's on a certain terrain type. Absurdly powerful but hard to pull off.

  • Resource Resonators -- hit a resource and a slash-type attack will come from all resources on screen. Can definitely be useful, particularly around big resource deposits or in caves

  • Shape Weapons -- hits everything in some kind of shape adjacent to you. The downside is you can't move it -- the position is based on the direction you last moved in. Also the shapes are kinda random and can't be adjusted, but the blast furnace will XOR them.

    Thrown Weapons Notes

  • Thrown weapons are a third type in addition to Hand and Offhand, so they need their own distinct recipe, shop/loot presence, industry presence and equipment slot.

  • Like hand and offhand weapons, the type generates first.

  • The keyboard shortcuts need to change -- 1 mouse-events a hand weapon, 2 mouse-events a thrown weapon, and 3 mouse-events a quiver. There's no downside to this kind of equip change as the items are already equipped.

  • Thrown weapons should be a component of combos.

  • Thrown weapons have keyboard-based effects sometimes -- keys should be mapped for this. Ideally RFV or maybe QE since they're now unused. Maybe F and C for throw and recall respectively. Idk, will want to play around with the defaults here. The mouse events for thrown weapons are exclusively used for throwing them -- this allows you to use other hand weapons (or quivers) while using a thrown weapon's effects.

  • Thrown weapons should be behind a lab unlock. Honestly so should quivers. These complicate game mechanics so they shouldn't always be available.

    Thrown Weapon Types

  • Lingering miasma -- might improve flail significantly. Though honestly having a separate weapon type for flail/clawarm and stuff like that makes the most sense. This would also concentrate melange weapons. Miasma could be stun, poison or even barriers to enemy entry. I also like the idea of somehow having keyboard shortcuts for thrown weapons so you can use them alongside hand and offfhand weapons.

    Additional Imbues

    I can't get here yet since OOE isn't a thing, but bows should have additional imbues:

  • Confuse enemies so their movement pattern is random.

  • Get enemies to attack each other instead of you. (confusion in the classical sense)

  • A chance of preventing an engaged enemy from pulling other enemies into engagement (might be too powerful -- would want to scale this back so the maximum chance is 90%).

    Knockback

    Hand weapons can have knockback, at around a 25% chance, and then each new tier is also a 25% chance. So like if it goes up to knockback 3 the ratio is:

    Knockback Level Weight
    3 1
    2 3
    1 9
    0 27


    Chaining

    So beyond these ideas, the only tertiary effects left are chainings -- these can be either targeted or can attract to terrain or can just spread out in a fixed or random way.

  • August 13, 2022
    Xhin
    Sky's the limit

    Weapon Upgrading

    One idea to make sense of these ideas is to allow you to upgrade a weapon along a fixed path, for example turning Swords into double Swords or Ring weapons (but not both). This would improve the Anvil a lot.

    Additionally, unlocks could be based on the PGCS, with a hard precious metal requirement as well. Or could keep the existing system but have fixed range unlocks via the PGCS. Makes weapon upgrading more involved.

    August 13, 2022
    Xhin
    Sky's the limit

    Other Thrown Weapons

  • They have some kind of basic (or advanced) weapon that emits from them, like balls that have sword animations around them. Could be fun if spin is still a thing, so all instances have your spin pattern.

  • Throw pairs of weapons that fire off electrical signals between them, damaging anything between them. Would probably have a fixed range from each other, though could be off-screen and reasonably generous.

  • Throw something into a single solid tile and then when you move you instead arc around it in a polar way. Or is a separate set of keys. This "swinging" could deal damage from you yourself.

  • Similar to the pairs thing but arcs from one point to another, hitting all or completing a circuit randomly.

  • August 14, 2022
    Xhin
    Sky's the limit

    Effects Notes Brainstorming

    Make knockback/stun/etc properties native to a weapon (with some rare chance of them appearing), as well as more complicated effects which are currently in the magic v1 enchantments post. It might make sense to have a secondary recipe with a third ingredient that controls for those effects. Erase the magic v1 notes accordingly -- they can add these effects to weapons, but magic can also do literally anything, so the point is moot. The point of this change is to make the blast furnace more useful. Moving miasma mechanics here as well: "Miasma percentage (20-80%), Miasma type: Damage, Poison, Stun, Miasma Range: 1 -- Miasma arrows will affect all adjacent enemies (within the range) the secondary damage percent amount. It will either damage, poison or stun them depending on what that property is. "

  • Get all effects working -- hand, archery, offhand. Things like knockback, pierce, etc. It's sanest to do all of these together, probably with their own object because they're all related.

    Enchantments (from other posts)

  • enchantments to add chaining, paralysis, other effects. Can only enchant metal weapons. I don't like limiting enchantments on weapons - you should be able to break the game with superpowered swords if you really want to. Maybe some kind of limit that can be broken somehow via enough materials. Collaborate with the deprecated notes post on this.

  • The crossbow can be enchanted to shoot multiple arrows at once, in multiple directions, or have an upgrade to base arrow properties. Given the brokenness of this, these are probably short-term effects. Multi-shot arrows still use 3x or however many the effect does.

  • August 16, 2022
    Xhin
    Sky's the limit

    Archery Improvements

  • Use the mouse wheel to increment the amount of arrows that are thrown -- this alters the width of the line_between up to whatever the quiver's max arrows stat is. It'll always be at least two. Go left first, then right. It'll still use 2+ arrows, but it'll make archery a bit better.

  • There should also be a way of launching multiple arrows in sequence, or even firing them automatically until canceled.

  • August 20, 2022
    Xhin
    Sky's the limit

    RE: Generalization

  • Give weapon types unique names based on what they do that's also seed-agnostic in an IKEA-style. Use either some form of Viking or some form of anglicized japanese, for flavor.

  • August 28, 2022
    Xhin
    Sky's the limit

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