SAME-001: My New Character – Open Code And SVG Preview

November 8, 2024
by
SAME-001: My New Character

I’m excited to share something special with you today from my upcoming adventure game project that features SAME-001. While I’m keeping the full game under wraps for now (stay tuned!), I wanted to give back to the developer community by sharing the code and design process for one of our characters: SAME-001, an Egyptian-inspired warrior with mystical combat abilities.

Key design elements included:

  • Egyptian-inspired headdress with gold and navy blue colors
  • Mystical staff with golden ornaments
  • Flowing navy blue combat dress with gold trim
  • Dynamic pose structure emphasizing agility and power

Open Source Code

data class Position(val x: Float, val y: Float)
data class AnimationState(val currentFrame: Int, val totalFrames: Int)

class Same001(
    private var position: Position = Position(0f, 0f),
    private var health: Int = 120,
    private var mana: Int = 100,
    private var isChanneling: Boolean = false
) {
    // Core stats
    private val baseAttackDamage = 30
    private val baseMagicDamage = 45
    private val baseDefense = 20
    private val movementSpeed = 4.5f
    
    // Special states
    private var currentAnimationState = AnimationState(0, 12)
    private var isAttacking = false
    private var magicShieldActive = false
    
    // Combat mechanics
    fun castMagicAttack(): Int {
        if (!isChanneling && mana >= 25) {
            isAttacking = true
            mana -= 25
            return baseMagicDamage
        }
        return 0
    }
    
    fun staffStrike(): Int {
        if (!isChanneling && mana >= 15) {
            isAttacking = true
            mana -= 15
            return baseAttackDamage
        }
        return 0
    }
    
    fun activateMagicShield() {
        if (mana >= 30) {
            magicShieldActive = true
            isChanneling = true
            mana -= 30
        }
    }
    
    // Movement and positioning
    fun move(dx: Float, dy: Float) {
        if (!isChanneling) {
            position = Position(
                position.x + dx * movementSpeed,
                position.y + dy * movementSpeed
            )
        }
    }
    
    // Damage handling
    fun takeDamage(damage: Int): Int {
        val actualDamage = when {
            magicShieldActive -> damage / 3
            isChanneling -> damage / 2
            else -> damage
        }
        health -= actualDamage.coerceAtLeast(0)
        return actualDamage
    }
    
    // Resource management
    fun regenerateMana() {
        if (!isAttacking && mana < 100) {
            mana += 5
        }
    }
    
    // State management
    fun updateState() {
        if (isChanneling && mana <= 0) {
            isChanneling = false
            magicShieldActive = false
        }
    }
    
    // Animation system
    fun updateAnimation() {
        currentAnimationState = AnimationState(
            (currentAnimationState.currentFrame + 1) % currentAnimationState.totalFrames,
            currentAnimationState.totalFrames
        )
    }
    
    // Getters
    fun getHealth() = health
    fun getMana() = mana
    fun getPosition() = position
    fun isChanneling() = isChanneling
    fun isMagicShieldActive() = magicShieldActive
}

Key Character Features:

  1. Enhanced Magical Combat System:
  • Implements a dual combat system combining staff strikes and magical attacks.
  • Features a mana-based resource system for special abilities.
  • Includes a unique magic shield mechanism for defense.
  1. Core Combat Attributes:
  • Base health pool of 120 points for increased survivability.
  • Mana pool of 100 points for sustained magical combat.
  • Balanced movement speed of 4.5 units for tactical positioning.
  • Defensive capability of 20 points for physical resistance.
  1. Special Abilities:
  • Magic Shield reduces incoming damage by 66% when active.
  • Channeling state provides 50% damage reduction.
  • Staff Strike costs 15 mana and deals physical damage.
  • Magic Attack costs 25 mana and deals enhanced magical damage.
  1. Technical Implementation Details:
  • Position system uses floating-point precision for smooth movement.
  • Animation framework supports 12 frames per animation sequence.
  • Resource regeneration system for mana recovery.
  • State management system for tracking active effects.
  1. Combat Mechanics:
  • Damage calculation includes multiple defensive states.
  • Movement restrictions during channeling phases.
  • Automatic mana regeneration when not attacking.
  • Dynamic animation state updates.
  1. Code Architecture:
  • Modular design for easy integration into game systems.
  • Clear separation of movement, combat, and state management.
  • Efficient resource management system.
  • Comprehensive state tracking for animations and effects.
  1. Performance Considerations:
  • Optimized damage calculations for minimal overhead.
  • Efficient position updates using data classes.
  • Streamlined animation state management.
  • Minimal memory footprint for core attributes.
  1. Balancing Features:
  • Mana costs balanced against ability impact.
  • Movement speed tuned for tactical gameplay.
  • Defensive options require resource management.
  • Regeneration rates designed for sustained combat.

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