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I know there have been several status effect topics before, but this one is somewhat specific: How best should a developer go about implementing different types of status effects that are basically variations on "poison"?
Let me explain.
In my game I wanted to have a corrosive damage type, which acts as a poison and is very effective against armored enemies or machines. I realize realistically, corrosive damage is also very effective against flesh, but I want to avoid having damage types that just work against everything, y'know?
But then I also thought about having a burn damage, which would probably also be slip damage in nature.. but it doesn't have to be. And I suppose I could just have some enemies susceptible to burn rather than corrosive damage.
Lastly, I thought of having a Bleed effect, which again would be slip damage but would only work against fleshy enemies. I suppose this also makes sense, and it could potentially work to have different types of "poison" (that is, slip damage effects) that work only against certain types of enemies, but I still feel rather lacking in creativity on the subject.
Any ideas? How would you implement these types of effects?
Let me explain.
In my game I wanted to have a corrosive damage type, which acts as a poison and is very effective against armored enemies or machines. I realize realistically, corrosive damage is also very effective against flesh, but I want to avoid having damage types that just work against everything, y'know?
But then I also thought about having a burn damage, which would probably also be slip damage in nature.. but it doesn't have to be. And I suppose I could just have some enemies susceptible to burn rather than corrosive damage.
Lastly, I thought of having a Bleed effect, which again would be slip damage but would only work against fleshy enemies. I suppose this also makes sense, and it could potentially work to have different types of "poison" (that is, slip damage effects) that work only against certain types of enemies, but I still feel rather lacking in creativity on the subject.
Any ideas? How would you implement these types of effects?
