Health Behavior Ideas

Photon

  • Posts: 2691
(I wasn't sure where to put this. Hopefully this is the right spot, but move it if need be please.)

So I have been trying to build a series of health behaviors that provide core functionalities that can be extended by "satellite" behaviors (I won't get too much into the nitty gritty of how I am planning to do that quite yet).

My question to the community is this: what are some things that you think any health behavior could benefit from or at least think is useful enough to merit consideration? Think broadly: this could be used in a platformer or for a RPG. Its not meant to be particularly limited to any genre, but provide basic functionality, though I could add more specific bells and whistles that are optional. Just throw what you want out there. :)

Right now, the plan is:

  • Core behavior that manages the health, health max cap, and (possible) invulnerability time. Will include function calls that deal "damage", heal, and can directly "admin-manipulate" health.
  • Various utility behaviors that can be attached to other actors (such as a health pickup behavior), who in turn communicate with the core behavior.
  • GUI behavior(s) that pull information from the core behavior and display health on screen.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

TDonnally

  • Posts: 235
I never was a fan of invincibility for long periods (2-4 seconds) after being hit. Only for the time of a damage taken animation should the player not be harmed.

rob1221

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  • Posts: 9472
One of the things I had to account for in Tower of Kanthor was the armor of the player that changed the damage enemies did.  If you make a health system I recommend putting in some kind of defense value (maybe an actor value) that can be looked at before calculating how much damage to do.

Photon

  • Posts: 2691
I never was a fan of invincibility for long periods (2-4 seconds) after being hit. Only for the time of a damage taken animation should the player not be harmed.
Invulnerability will be optional, and can be set to a specific time of the player's choosing.

One of the things I had to account for in Tower of Kanthor was the armor of the player that changed the damage enemies did.  If you make a health system I recommend putting in some kind of defense value (maybe an actor value) that can be looked at before calculating how much damage to do.
I'm planning on doing that. It'll be one of the optional "filters" the core behavior can send incoming damage amounts through.

Essentially, the plan is at creation, check for these filter behaviors on the actor, and then remember them so the core manager can react accordingly when processing certain actions. Should the defense filter not be attached to an actor, though, the core behavior still works just fine.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Thecasius

  • Posts: 39
Two thing that would be nice in rpg:s, if u ever played skyrim you know that your health restores over time that passes while you run around an kill stuff, and some kind of potion-like thing would be great too.

And by the way you do some great stuff man!!
Well, you should not be reading this, if you want too alright but dont blame me.

I used to be an adventurer like you, then i took two barrels, damn i dont know. Skyrim is complicated, beside that im a mage, cuz im always a mage.