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Introduction

Most, if not all, things are still under discussion. The topics & decisions made here, are not final. Feel free to write comments and give feedback.

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In-World Health Bar

This document defines the conditions under which in-world health bars will be displayed in the MVP, designed for a party of up to four players. The document does not include the on screen health bar, which is a part of the Main UI.

Referred to as Health Bar in this document.

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Player - Controlled Units

This signifies the unit currently controlled by a player. The player, from the perspective of which we will be discussing this document. Referred to as Player in this document.

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Party Members

This signifies the units controlled by other players. Not the ones, from whose perspective this document will be discussed.

All things that are written for the main player, affect party members, unless stated otherwise.

Referred to as Party Member in this document.

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Conditions

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Player - Controlled Units

Health Bar Visibility Conditions:

  1. The Health Bar is always visible during the expeditions. </aside>

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Health Bar References:

  1. Having a sectioned Health bar would be good. To make it easier for the players to understand their health level.
    1. This should be done in increments of health based on our scaling. I would recommend having a section by each 25% of the default health.

Example: If we consider 400 HP as a default, let us have a section on each 100HP units.


Reference:

A Character with 400HP, visualized on our camera, to scale. Please keep in mind, that UI size is not final and will be tuned inside the engine

A Character with 400HP, visualized on our camera, to scale. Please keep in mind, that UI size is not final and will be tuned inside the engine

A character with 700HP, the  Still takes the same amount of space, but has more sections.

A character with 700HP, the Health Bar Still takes the same amount of space, but has more sections.

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Elements of the Health Bar

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Shields:

The Health bar displays both Health and Shield capacity.

Reference:

HpandSHieldVisualScalign.png

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Taking Damage:

Reference for Health Bar Flashing.

The Health Bar quickly turns white,then decreases in value, and then turns back to green. Proposed Timings: 0.05 seconds to transition in to white, 0.1 seconds of transition to green and decrease value.

The Health Bar quickly turns white,then decreases in value, and then turns back to green. Proposed Timings: 0.05 seconds to transition in to white, 0.1 seconds of transition to green and decrease value.

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Healing:

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Status Effects:

Reference:

Icon, and the amount of HP that will be taken away. Not every effect will have icon displayed, most will be shown on the BasicUI (”TODO: add conds” at the image)

Icon, and the amount of HP that will be taken away. Not every effect will have icon displayed, most will be shown on the BasicUI (”TODO: add conds” at the image)

Reference:

Just a visualization of the maximum number of status effects that can be visible on the , and their placement.

Just a visualization of the maximum number of status effects that can be visible on the Health Bar, and their placement.

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Critical Health

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Monsters:

The Health Bar of the shown style, is only shown on Medium & High Level enemies. Enemies who have under 500 Health, have a Health Bar that is currently in game. Reference:

image.png

The Health bar for monsters displays both Health and Shield capacity, with the same visual scaling. Monster Health bar should look different from the player’s. Both in shape and color scheme, to avoid confusion.

Reference:

Monster With HP.png

monster HP and Shield.png

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