Body screening paired to the character panel

With the condition of your clothes affecting how NPCs react to you,I’d like to suggest a health screen paired with the character/inventory panel
this one:

a body screen could be added at the right side with the character at the center,a redesigned version of:


(perhaps something in the style of the anatomy drawings from Leonardo Da Vinci would do nicely)

This screen will tell you how external factors/environment impacts your health/stats and potential to grow in certain areas.Like when your body is in great condition you might notice better character progression,like higher accuracy increasing after using a bow for long durations…Compared to when your body is in poor condition:progression would be slower.In a weak condition you might just gain half the accuracy using a bow,compared to what you’d gain in healthy condition…
Another example,sword practice might make you more flexible /acrobatic eventually(but how fast you grow in this depends on whether your body is ready for it)
For example with a wounded arm progressing in swordmanship will be hard.If you get wounded badly on your left arm the health screen also would display the left arm in red for example
Devoting a lot of time to blacksmithing/powertraining could make your character stronger.But at cost of your flexibility
You’d become a stiff log with poor reflexes if overdone…

So the screen would provide information, which bodyparts are damaged
“fine(green) injured(yellow) badly wounded (orange) broken(red)” to give an example…
And the character’s condition will affect progression…
But infact,I’d like it to go much further than that.Since breathing is also very important to survive.
I’d like there to be a color indication for the health of your lungs as well:
When exposed for a long period to rich green forests the lungs would show green too eventually
when exposed to toxic gasses or fire smoke the lungs might turn yellow to red (depending on how long you are exposed to it)
The condition of your lungs then affects your stamina and ability to endure intens activities.
(you’ll be exhausted quickly with poor lung conditions) It will be easier to overtrain a character with poor lung conditions.
So progression is affected by it
If your character is in perfect condition it will be able to learn/progress more in a day,compared to when the character is in a poor condition

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You got some really cool ideas with that system. Though I don’t really see it happening for this game, and I don’t think it really fits in. Not such a complex system at least.

I’d love to see something like this in some sort of a survival sandbox or somesuch though. :wink:

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A realistic open world in medieval setting is all I ever wanted :smiley:
In other games character progression is often too superficial for my taste too.
And yesterday I thought to myself “that might be the reason why many recent games fail to hook me”:
The disappointing,way-too-simple character progression most games have nowadays make me lose interest in them.
One lousy clone after the other with the same-old character formula.

Maybe i’ve explained it all way too complex
But I think it would be a good thing if they would be persistent in creating a realistic open world.
Thus also adding that extra layer of realism to character progression
Making it as absorbing as the rest of the game.
A character progression where strategy is required,where all the factors matter…
Not just following a predestined path but managing your character yourself
I think games lately hold hands too much when it comes to character progression
This system might seem complex at first but I think seen afterwards it would be for the better of the genre.
At least speaking for myself about RPGs in general,I think character progression needs an overhaul in order to reach
a quality above mediocre again

I’m feeling pretty confident Kingdom Come will have some really good character progression from the little I’ve seen, so I wouldn’t worry about that. :slight_smile:

What I feel looking at this system though it looks like it’d be something perfect for a larger true sandbox sort of game, with a lack of any better examples I’d think of Mount & Blade. That system would fit really well into a game you will be spending tons of hours on where constantly progressing is one of the primary things you do. Kingdom Come will be a story-driven RPG, so the story will have to be in focus and I think read somewhere its thought to have around 30-40 hours of gameplay.

You do seem to know what you’re talking about though with those ideas, you ever been involved in any game developing of some sort?

Such promising games are rarely encountered these days…I think it could even have some educational values…
Or at least simulate medieval life for those that want to be immersed…
Perhaps that is how I see the game more at this point:like a medieval simulator…
A while back I saw piece of a reality soap(normally I hate reality TV) but this time I found it very fascinating
because a large group of people decided to live for a period of time with all the habits and customs,recipes,…of medieval times…
In any case,I was glad to pledge some and happy to see that the game will most likely reach the next goal.

"Realistic open world first person medieval rpg"
Ofcourse what we’ve seen from the youtube vids was most impressive (a part of how the game/story starts)
Undoubtedly the story will be most enchanting and memorable if it is as captivating the whole time,over the whole line…I’m pretty confident it will be too.
I think my favorite game Quest for Glory V dragonfire is about the same length in hours of gameplay as Kingdom come.
A solid memorable story,memorable characters are all great.But the environments,mechanics,…of a game are just as important.
“Open world” means there will probably be a world for you to explore,you can do the main story or walk another direction.
I think every aspect of the game is as important here
A system like the one I suggested would immerse you even more.As events and circumstances can leave a mark on the character
,the character progression.
when standing face to face with fire and smoke ,for example,there will be dangers and challenges for your character to brave…Adding a sense of presence to the ‘first person’ aspect…As it is not just a nice particle effect that may or may not reduce hp…
If the long exposion to smoke causes your character’s lung condition to get worse it has real consequence.
And it means you approached the danger with poor strategy
This is just 1 example of the dumbed-down RPG formula we are all used to,vs an alternative that would actually require brain activity
to consider different options to approach that danger:Is there a way to reduce the smoke?extinguish the fire?Do you prefer to try the in-and-out approach with the hope that your lungs condition won’t get that worse?,…

I think its not just about the story but how everthing connects,all the mentioned things in that quote from the banner are as important.
If they really want to make a hit that blows players their socks off at least…

As for your last question,yea I did some very basic 3DMax,Cinema4D and had Multimedia education.
Although I decided to work with sound and music,I still like to illustrate and photoshop once in a while now.
And ofcourse I tried countless of games since the 90’s :smiley:

an omniscient body screen may not be the optimal course for preserving atmosphere and immersion. information available to the player should reflect the level of knowledge appropriate to the game setting. having a cat or mri scan of henry’s body just doesn’t belong. henry wouldn’t have any knowledge about the long term health effects of smoke inhalation. he’ll only know the short term hazards from experience and common sense. portraying these effects on the player wouldn’t require a body chart.

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I’ve been thinking about the context for the body chart
And thats why I mentioned Leonardo Da Vinci in the first post,later on…

Although he’s born half a century later ,a body chart in the style of his anatomy drawings would fit nicely I think.(perhaps instead of green,yellow orange,red,…tints of chalk gray could be used to indicate resulting effects on the character)
Atmosphere and immersion are indeed important,but quite apart from the body chart that actually provides information for you to monitor,develop (take care of) the character.
Portraying these effects on the player would happen differently(sound,visually,…);you’d hear the character cough for example in the case of smoke inhalation,and that is your indication lung conditions might get worse from that point if you ignore it.

How fit and able to learn your character is will depend on your choices,and the body chart will be your health “compas”…
The environment would actually have an influence on you thus positioning,approach,… all matters in the environment.For once,you’ll actually become aware that you are actually in the environment.
Not just gliding through an area/space that in no way affects your character(like in many of the RPGs)
It would only do the preservance of atmosphere and immersion good.(it would actually enhance the experience)
The body chart that indicates impact and how it might alter your character’s strenght and weaknesses is a personal preference perhaps then.If not this,I’d like an alternative that is complex and fleshed out compared to the well known formula used in most RPGs