Doublebear Design Update
Development Info - posted by VentilatorOfDoom
on Tue 20 April 2010, 18:49:01
Tags: Brian Mitsoda
; DoubleBear Productions
Another topic is up over at ITS, this time concerning their Armor system.
As in real life, most armors are designed to protect against a certain kind of attack – for example, bullet resistant armor is great for absorbing ballistic damage, but offer little protection against a knife or bite. Matching the armor to the type of opponent you’ll be facing is key – if your melee guy spend a lot of time fighting zombies, put him in armor with bite resistance. If your ranged girl spends a lot of time exchanging fire with other shooters, put her in ballistic armor. Some armor is general purpose, but doesn’t offer the same amount of resistance as specialty armor. Only the highest levels of armor offer adequate resistance to multiple types of attack, but they are difficult to obtain and never offer the level of resistance of the highest level specialty armors.
Some armors are so heavy or bulky that the wearer incurs a penalty to their AP. Armor does not degrade and there is never a need to repair it, though some armors can be upgraded with the Science skill. Some types of armor can only be created with the Science skill, and others are so rare that the player will only find one or two pieces in the entire game. Armor is equipped in the armor (body) slot – there is no need to find multiple pieces of armor to receive its full benefit.
Also they're still looking for artists:
Oh, and we’re once again looking for prop artists. So, if you or someone you know is looking to contribute – and work with indie art maestro Oscar! – please get in touch with us. We have a sticky thread on the board with more info.
... so if you think you have anything worthwhile to contribute, head over there at once.
Spotted at: ITS
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