
THE WEEKLY HYPELETTER - 04/08/2023
We take a look into the new Perk System.
TL;DR
If you haven’t already, be sure to check out our new Discord server: The Hyperoid Community! Here, you’ll find the latest updates on all of Hyperoid’s projects, including Project Eris. Don’t miss out — join the community and stay in the loop!
This week, we have some noteworthy updates to share about the Perk System. We’ve decided to make some cuts to reduce its complexity. Rest assured, the system is now complete. In the following sections, we’ll provide you with an overview of the Perk System’s features and how it provides extra functionality for your gameplay experience.
Project Eris Highlights
Creating the Perk System
Originally, we had plans to introduce randomized perks for dropped weapons. But, during development, we realized that this added complexity to the weapons themselves. Given the size of our team, maintaining such a system down the line would become challenging. As a result, we’ve made the decision to cut weapon perks altogether. However, we’re confident that our weapon attacks will be engaging and diverse enough to provide a unique experience with each weapon. Weapon attacks will be carefully tailored for individual weapons, ensuring no two weapons feel the same.
So, at its core, a Perk consists of a set of one or more Gameplay Abilities that are triggered by specific in-game events.
Perk Triggers
Beneath the surface, each perk comprises a set of ‘triggers’ that actively ‘listen’ for predefined events. These events can include things like: damaging/defeating a combatant, attacking with a weapon, or even moving your Player Character. When a perk is selected and active, it awaits its respective event to be triggered. As soon as the event occurs, the perk activates its Gameplay Ability (GA) which applies its Gameplay Effects (GE).
An Example
Let’s delve into an example perk. Juggernaut: Grants +10% damage reduction while moving, effects wear off when stationary.
In this case, the perk consists of two triggers: one that listens for when your character starts moving and another that listens for when your character comes to a stop. As soon as you begin moving, the perk activates a GA that applies a +10% damage reduction modifier to your character. However, once you stop moving, the effect wears off which just means the GE’s are removed from your character.
“This is Hyper, signing out.”
Hyper