Open ghost opened 8 years ago
Also from Discord discussions. In shmups, the Player avoids getting hit at all, so things like health pickups may be crossed off. Or healing drones? That's a cool idea though
For bosses I imagine won't have a healthbar like the Player's (not sure how that can be represented nicely since the boss is going to take so much more damage).
Shmups I have played actually never show a boss healthbar. Instead they imply the bosses relative health in a variety of ways. In Aegis wing, the boss would often start losing parts as its health was lowered (also turning reddish when close to death). Steredden I believe does a similar thing with the colors, with the boss turning orange/yellow tinted and then red.
This might be a way we can handle displaying their health to the user without having an extremely large health bar.
What do you think about how the Player Healthbar should look design-wise? Maybe will have to think about how the game window will look. Weapon, bullet, healthbar, points, etc
I feel like there was a discussion on the design somewhere but I can't for the life of me find where it was... oh well.
Mentioning #99 which merged the initial health bar, but will leave this open and move tags to discussion for future changes.
(removed high priority because #99 fulfills requirement of minimal working asset for initial level)
Believe it was only on Discord - something like Steredenn's design of healthbar
This is currently working for one player - need to be able to handle multiple players. What should be the maximum amount of players?
Will also need sprites for an empty health node and a full health node
now need sprites for this
Currently:
Want:
Remove need for player 1/2 offset, health node offset, and healthbar canvas prefab Add ability to adjust healthbar location
From discussions on Discord, we have been thinking about having a "number of hits" healthbar.
A healthbar which can handle up to five hits can be represented as
And after 2 hits
Healthbar component configuration:
Reference https://docs.unity3d.com/Manual/HOWTO-UICreateFromScripting.html
Further discussion: