When it comes to conveying damage in videogames there are many ways to go about doing it. The most obvious is to show a reaction of the character being in pain, along with some blood and possibly even a screen shake or a controller shake. Depending on the move some slowdowns in good places can really drive it home as well.
The most obvious place after that is with the health bar. Depending on the move and how many times it hits sometimes that can get a little lost if the player is not paying direct attention to the health bar. Some games have tried to compensate this for having a number float off the character indicating how much damage was done. This definitely works for some games better than others.
While playing Street Fighter Alpha 3 the other night at a friend’s house I noticed they do something that helps reinforce how much damage was received. Before we get there though lets take a look at what I consider to be a normal health bar and how the energy is drained.
5 comments:
Wow, I didn't know there was so much to health bars, lol! You really like to analyze stuff don't you? Does this mean that GOW will have a different health bar? Yes, no, maybe so? There's nothing wrong with the current one, I'm just wondering if you and the team thought of implementing this.
Ruben
Yeah man...I don't know - this is just what I kind of think about late at night when I can't sleep. I really wish I could just sleep instead. shrug
The health bar in God of War works fine and there are no plans to change the behavior.
I'm reminded of the Devil May Cry health bar, which shakes every time you take damage. (Of course, this gets pretty comical when you're poisoned or whatnot, as it's bouncing all over, but otherwise it works nicely.)
The God of War health bar was actually a couple pixels too small in my opinion - because of the blade's shape, it felt like I couldn't get as much magic as health, and the last magic upgrade puts it right to the very edge. However, I do like the fun "extending lifebar" animation, as it should be a big payoff - Prince of Persia Sands of Time also does this well. I'm also a fan of leaving space for the entire thing on the interface - it really bugged me in Prince of Persia Warrior Within that there was no indication if I could get life upgrades or how many there were.
i prefer the funny way they did it in old cartoons
I like that Street Fighter Alpha 3 uses layered power bar to show damage received.
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