I know these have been discussed in detail before but i've been working (only on paper, i can't code) on ideas for ways to do "Damage" in realism FPS games, and i'd like some feedback.
One of the things thats always bothered me was that in the large crop of "realism shooters" (INF included) is that they never really took the time to do a damage system that was realistic. It's always bugged me that in games you can kill someone by shooting them in the foot, or that health was a measurement of 0 - 100%. So i've kinda set out on a personal mission to make a system that doesn't use a health bar.
For simplicity's sake i've limited my system at the moment to only deal with "major injurys" So i haven't got'n into aspects like "getting shot in the leg prevents you from walking". I'm only dealing with things like getting shot in the torso, or the health related aspects of being shot in a non-vital area.
Anyway what i've got so far is something like a pyramid scheme of inter-related systems and vital organs. (Consciousness, Stamina, Respitory, and Circulatory systems) + (Brain, Lungs, & heart)
At the base of the pyramid is the Circulator system which is dependant upon the heart. (duh). For the circulatory system i've decided to break my own rule and use a 0 - 100% measurment system to represent the player's Total amount of blood loss. Any loss of blood would impare the other systems. Bleeding externally as well as simplified internally would also be taken into account. At a certain point of blood loss various special symptoms would occure, most notably shock.
Next set up the pyramid would be the respitory system which serves the purpose of getting O2 into the blood stream. Obviously taking damage to lung is very serious, and would most likely be fatal within a short period of time, although not as quickly as taking a hit to the heart. O2 starvation can take up to a min before consciouness is lost (how long can you hold your breath) and is fatal about 5 mins later.
Stamina is the 3rd level and operates similar to INF's stamina bar. As you tire it lowers and puts a strain on the other systems, in extreeme cases if the stamina reaches 0% and stays there for a while, there's a good chance there will be a loss of consciousness. (exhaustion)
For gameplay purposes "death" is defined as irreperable cognitive shutdown. Either due to direct damage (aka headshot) or the lack of O2 enriched blood. Conciousness is considered seperatly so that a loss of it doesn't render somebody dead, but rather KO'ed. This applies more to NPC's more than the player himself, so that it's possible to rescue/capture people even if they've taken a rifle butt to the head,been stunned or possibly even shot.
so far that's about all i've got. Each organ would be given its own hit box (slightly larger than the actuall organ so that localized internal trama doesn't need to be addressed in a complex manner) on a character model, in addition to the general hit boxes. Calculating blood loss, both externally and internally without overly complex meathods is still a puzzle at the moment. So any suggestions there would be helpfull.
One of the things thats always bothered me was that in the large crop of "realism shooters" (INF included) is that they never really took the time to do a damage system that was realistic. It's always bugged me that in games you can kill someone by shooting them in the foot, or that health was a measurement of 0 - 100%. So i've kinda set out on a personal mission to make a system that doesn't use a health bar.
For simplicity's sake i've limited my system at the moment to only deal with "major injurys" So i haven't got'n into aspects like "getting shot in the leg prevents you from walking". I'm only dealing with things like getting shot in the torso, or the health related aspects of being shot in a non-vital area.
Anyway what i've got so far is something like a pyramid scheme of inter-related systems and vital organs. (Consciousness, Stamina, Respitory, and Circulatory systems) + (Brain, Lungs, & heart)
At the base of the pyramid is the Circulator system which is dependant upon the heart. (duh). For the circulatory system i've decided to break my own rule and use a 0 - 100% measurment system to represent the player's Total amount of blood loss. Any loss of blood would impare the other systems. Bleeding externally as well as simplified internally would also be taken into account. At a certain point of blood loss various special symptoms would occure, most notably shock.
Next set up the pyramid would be the respitory system which serves the purpose of getting O2 into the blood stream. Obviously taking damage to lung is very serious, and would most likely be fatal within a short period of time, although not as quickly as taking a hit to the heart. O2 starvation can take up to a min before consciouness is lost (how long can you hold your breath) and is fatal about 5 mins later.
Stamina is the 3rd level and operates similar to INF's stamina bar. As you tire it lowers and puts a strain on the other systems, in extreeme cases if the stamina reaches 0% and stays there for a while, there's a good chance there will be a loss of consciousness. (exhaustion)
For gameplay purposes "death" is defined as irreperable cognitive shutdown. Either due to direct damage (aka headshot) or the lack of O2 enriched blood. Conciousness is considered seperatly so that a loss of it doesn't render somebody dead, but rather KO'ed. This applies more to NPC's more than the player himself, so that it's possible to rescue/capture people even if they've taken a rifle butt to the head,been stunned or possibly even shot.
so far that's about all i've got. Each organ would be given its own hit box (slightly larger than the actuall organ so that localized internal trama doesn't need to be addressed in a complex manner) on a character model, in addition to the general hit boxes. Calculating blood loss, both externally and internally without overly complex meathods is still a puzzle at the moment. So any suggestions there would be helpfull.