T
Tayoyo
Guest
There are many different ways to express the player's health and stamina. What I currently have is a simple health and staminabar at the left top corner of the screen. It's boring, but it works. I recently messed up the GUI layers for my game, and instead of fixing them I was thinking of just ditching them altogether and making a new system to show health. Here's a few I have, and I'd love to see your ideas on what could be improved or things that I didn't think of yet
-Have it only shown through sound effects (heart beat, heavy breather) and screen effects (vignette, blood on screen) and animation (limping, dripping blood).
Pros: Very immersive,
Cons: Players can't get an accurate measure of their health/stamina. Might not work in my action game as there will be a lot of fighting noises and it may be hard for players to figure out how much life they have left in the middle of a fight.
-Have a small green circle (health) with a thin yellow circle (stamina) float above the player's head whenever they do an action or take damage. Have it fade away when not in use. It'd be similar to what BOTW has. It'd would trail behind the player kinda like a fairy for a second probably, just to make it a bit more interesting.
Pros: Player doesn't have to take their focus away from the character, feels a bit more immersive than a standard health bar, accurate and simplistic way to show health
Cons: Could be hard to see, or could clutter up the screen around the character when things start getting really action packed
-Have a standard health and stamina bar in the top left corner. Fade away when not being used. Could take many different forms (hearts, diablo health balls, health bars)
Pros: Player can easily see how much health they have left, doesn't get in the way of combat
Cons: Have to look away from character, isn't very immersive
So far I'm really leaning towards the circle bar above the characer, as it seems like a good balance between the two. If you have any other ideas or things that I missed be sure to tell me. It'll be very helpful. Thanks!
-Have it only shown through sound effects (heart beat, heavy breather) and screen effects (vignette, blood on screen) and animation (limping, dripping blood).
Pros: Very immersive,
Cons: Players can't get an accurate measure of their health/stamina. Might not work in my action game as there will be a lot of fighting noises and it may be hard for players to figure out how much life they have left in the middle of a fight.
-Have a small green circle (health) with a thin yellow circle (stamina) float above the player's head whenever they do an action or take damage. Have it fade away when not in use. It'd be similar to what BOTW has. It'd would trail behind the player kinda like a fairy for a second probably, just to make it a bit more interesting.
Pros: Player doesn't have to take their focus away from the character, feels a bit more immersive than a standard health bar, accurate and simplistic way to show health
Cons: Could be hard to see, or could clutter up the screen around the character when things start getting really action packed
-Have a standard health and stamina bar in the top left corner. Fade away when not being used. Could take many different forms (hearts, diablo health balls, health bars)
Pros: Player can easily see how much health they have left, doesn't get in the way of combat
Cons: Have to look away from character, isn't very immersive
So far I'm really leaning towards the circle bar above the characer, as it seems like a good balance between the two. If you have any other ideas or things that I missed be sure to tell me. It'll be very helpful. Thanks!