1000nettles / combat-numbers

A FoundryVTT module showcasing bouncing combat numbers on tokens, similar to old-school JRPGs.
https://foundryvtt.com/packages/combat-numbers/
MIT License
5 stars 8 forks source link

Random bounce. #6

Open Varriount opened 3 years ago

Varriount commented 3 years ago

In some RPG/action games (especially ones where you do a constant stream of damage), when you attack an enemy, the damage bounces up and veers away a random amount to the left or right, while getting smaller. It would be interesting to see this done, especially if you could split up the numbers into their components (eg, 3d20 would display 3 numbers, the result of each die roll).

1000nettles commented 3 years ago

Love this idea. My original goal was to simulate the combat numbers in Super Mario RPG where they fall in one after one another. I'd really like to have different styles of animations.

Can you please provide a specific example (maybe a YouTube video?) of what you're getting at it?

Varriount commented 3 years ago

Here's a decent example: https://www.youtube.com/watch?v=vzzE1uswT-k

What's annoying is that I feel like I have a game that's even better, but I can't remember what it might be. :|

NutritiousCookie commented 3 years ago

My first though was Warcraft: https://youtu.be/jRsupj73jY8?t=83

Video is just a random one I found, don't mind the guy complaining about WoW updates.

1000nettles commented 3 years ago

Thanks folks, totally see what you're both getting at. When I do the animations update I'll ensure that these are included.

shemetz commented 3 years ago

Personally I don't see the value in splitting the damage by die - while it's cool to cast a fireball and see eight numbers next to each enemy, it will be information overload and it will spam the screen.

I think a random bounce direction is good, making it float (and keep moving) for longer instead of stopping is good, adding a color change animation would be cool (shifting between red-orange-yellow white?), and increasing the font size would be better in my opinion, possibly even making it depend on damage done (e.g. square root of damage plus 12).

The comparisons to other games are great, but do keep in mind that those games have you hit and deal damage multiple times every second, while in Foundry you are only going to deal damage to creatures rarely - often less than once per minute. It's important that the effect remains noticeable and attention-grabbing, for at least a few seconds.