Add damage system - Shields + Hull model (Implementation B) - #25
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wannerdev wants to merge 1 commit into
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Add damage system - Shields + Hull model (Implementation B)#25wannerdev wants to merge 1 commit into
wannerdev wants to merge 1 commit into
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- Created damage_system_shields module with Shields and Hull components - Shields absorb damage first before hull takes damage - Shield regeneration system (L1: 5/s, L2: 8/s, L3: 12/s) - Level-based shields: L1=30, L2=50, L3=75 - Level-based hull HP: L1=50, L2=85, L3=120 - Shield hit visual effects (white flicker for 0.3s) - Knockback system when shields absorb damage - Hull damage only shows when shields are depleted - Same sun radiation and demotion thresholds as Implementation A - Arcade-style gameplay with regenerating shields
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Description
Alternative damage system implementation with regenerating shields, knockback mechanics, and arcade-style gameplay.
Implementation Approach
This is Implementation B - Shields + Hull Model with regeneration and knockback.
Key Differences from Implementation A
Core Features
Shield System
Hull System
Damage Pipeline
Knockback Mechanics
Visual Effects
Changes
damage_system_shieldsmoduleShieldscomponent with regenerationHullcomponent for secondary HPShieldHitcomponent for flicker effectregenerate_shieldssystemTechnical Implementation
Damage Absorption
Shield Regeneration
regen_per_sec * delta_timeto current shieldsKnockback System
Visual Feedback
Gameplay Impact
More Forgiving
Strategic Depth
Risk vs Reward
Balancing
Shield Capacity vs Regen
Sun Damage (5 HP/sec)
Benefits Over Implementation A
Testing
Comparison with Implementation A
Future Enhancements
Related Feature
Implements: Damage System (Shields + Hull Model)