This week, I finished this website, migrated my blog posts over to here, and published the site. I also finalised my project plans into a one-page GDD for the mod, complete with plans of how to achieve what I set out to do. This post will act as a showcase of this GDD, and further explain my plans for this project. I have also spent time at length researching RimWorlds XML functionality, the results of this research being that I am now confident to start planning at length how exactly to create these assets.
Titans
Titans are new pawns that act similar to carnivorous animals, with modifiers to bring them closer to how they would function.
Constantly hungry with a diet specifically of humans - unable to be downed via hunger.
Healing rate is set to an absurd amount with the ability to regenerate limbs.
Strong enough to break through wooden walls instantly, stone and steel walls after a while.
Can spawn naturally (somewhat rarely depending on difficulty) or be spawned via SOY.
Can’t break Titan Walls.
Has two hitboxes - front and back. Front is totally invincible, back can be killed by titan cannons or ODM gear.
Specific health conditions for nape? Acts as the “oneshot that you get them” area. (Back).
Titans emit smoke on transformation, death and a small amount normally (if possible).
Subjects Of Ymir
New health condition - 1/x of all units have this trait.
Inheritance = 100%: child mod compatible, all children of SOY are SOY.
Transform into Titans when Serum reaches SOY.
Serum can be removed from Titans, crafted into Mortars/ Grenades.
Raiders can spawn with Serum Mortars/ Drop Pod raids with Serumed SOYs.
~5 second delay for transformation - explosion then spawn titan at location.
Titan Walls
New buildable terrain - Titan Walls
Expensive and requires a lot of work, but is the best, and only way to keep titans out.
Can be built with any stone block. Blocks Mortars (if possible).
Requires no research.
Anti-Titan Cannons
Early game anti-titan weapon
Requires someone to man the cannon whilst being used.
Target titan for a chance to oneshot (back), or stun while they heal (front).
Researched alongside Mortars.
Shoots anti titan rounds, craftable with steel and chemfuel.
ODM Gear
ODM gear acts as a weapon pawns can equip. Requires training of Melee and Shooting skill to use. Craft ODM Gear at a smithy with steel and components. Comes with swords.
All terrain that can create a wall (and trees) create an allowed zone that the player can use using the roof system.
Flying State
The state a pawn is in whilst using ODM gear.
Whilst using ODM, characters have increased movespeed based on shooting skill, melee invulnerability, and increased ranged dodge chance based on melee.
Collision with other pawns is disabled if possible.
Pawns can’t move through roofs.
When melee engaged, toggle flying state, next melee guaranteed a critical hit.
On kill, return to flying state.
Shooting chance = small chance of fucked hook causing stun (small at 0> no chance past 8).
Speed lowered based on weight of character (equipment and apparel).
Gas System
Gas can be created from chemfuel - refine chemfuel into gas at the smithy.
Gas then can be stored at gas pumps, which can be built for steel.
Gas acts as a metre that slowly depletes during flying state.
Gas trails emit from pawns when moving.
Cables
Create a point between the pawn and the nearest wall on each side of the pawn. Hold that until out of range, delay for 1 second then repeat. Play SFX when needed.
This is an overall project plan for the mod, in the form of a one page GDD. It shows an understanding of how I can create every object required for the mod to work, and a rough overline of how I can go about creating these. Next week, I will begin to expand these plans and detail the exact way I will go about creating these assets.