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How to Communicate NPC Damage to the Player?
 
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Jon Alma
Monkey-Butler


Joined: 09 May 2005
Posts: 50
Location: The Sunny South of France

PostPosted: Fri Apr 17, 2009 11:26 am    Post subject: How to Communicate NPC Damage to the Player? [quote]

t the moment I am working on the combat handling in Legends. So far combat has been limited to NPCs deciding when and who to attack, closing in on the target and then waving a sword around or running through a parry animation pretty much at random.

The current step is to coordinate the animations, deciding on who takes the initiative, whether a hit was successful and as a consequence which animations should be used (hit taken, death, parry, dodge, etc, etc). Nothing too difficult there (beyond a lot of tweaking of the initiative calculations).

However, I do have a problem related to this in that I need to work out how to communicate to the player the current health of NPCs and the damage they are taking (beyond the generic 'ouch' animations). first off Legends is (if you don't already know) a real-time combat first person 3D game engine where I am trying to maximise the space given over to visuals to maximise the player emmersion. Secondly, I've always been against showing the numbers - there is quite a complex set of RPG rules number crunching away in the background, but much of this will be hidden if possible (the player should get indications of what is going on but not hard numbers).

With this in mind the ideal solution for me would be to adapt the NPC animations so that a badly injured NPC would look injured - sword dragging on the ground, shield not held properly, shoulders sagging, etc. However, doing this would be too much for me - this is a solo project, doing animations is incredibly time consuming, and in any I would need to differentiate between different (e.g. 100%, 75%, 50%, 25%) health levels to make the system work.

As a result I am looking for another solution and have bumped up against the following combination,

- Health bars floating above the NPC
- '15 points of damage' signs when a hit is taken.

Personally I really dislike the damage signs even if it is very popular in a lot of games - for me it turns the game into an exercise in number crunching. As a result I'm looking at just using a heath bar type solution, but here there is potential problem with having the same health bar for NPCs of very different levels - I am toying with altering the colour of the bar so that a powerful character will have a more red bar and a weak opponent a greener bar.

Would anyone have any suggestions or advice either for improving the health bar system or replacing it with another solution?

Jon.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Fri Apr 17, 2009 1:02 pm    Post subject: [quote]

Personally I'm ok with floating numbers, and bar-style health displays.

What I used in a past project were comic-like stars upon a connecting attack, and the size of the star gave an idea how hard the attack hit. There was also a number displayed, but the size of the star was way easier and immediate to 'read'.

For the NPC state problem, you could try to alter the textures? Scars, blood, bruises might be visible signs, if you want to adventure into the less serious regions of display, you can try bandages and patches as well (works well as sign of 'being hurt', but is silly in the context of realtime battle).

Another idea might be to change the saturation of the textures ... like have them fade to gray, and they die when loosing all color, aka health. Should be fairly easy with 3D systems, maybe changing saturation and hue works even better?

Other than that I'm out of ideas, but I'll watch this thread with interest, because questions of "immersion sustaining feedback" are very interesting to me :)
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Jon Alma
Monkey-Butler


Joined: 09 May 2005
Posts: 50
Location: The Sunny South of France

PostPosted: Fri Apr 17, 2009 2:41 pm    Post subject: [quote]

Hajo wrote:
For the NPC state problem, you could try to alter the textures? Scars, blood, bruises might be visible signs, if you want to adventure into the less serious regions of display, you can try bandages and patches as well (works well as sign of 'being hurt', but is silly in the context of realtime battle).


I really like this idea especially as with a first person view the NPCs will normally be fairly up close and personal (harder to tell for ranged attacks, but then it's like that in reality and besides it's easier to run away).

Modifying the textures would not take too long (or at least not as long as creating new model animations) and the Legends engine can handle multiple textures per model. Therefore this comes down to coding the texture selection ... as this is currently based on bitwise comparison it would be possible to have something like this ...
Code:

00 00   Old man texture full health
00 01   Old man texture 75% health
00 10   Old man texture 50% health
00 11   Old man texture 25% health

01 00   Warrior texture full health
01 01   Warrior texture 75% health
01 10   Warrior texture 50% health
01 11   Warrior texture 25% health


So the 2 first bits would, as today be tied up with the NPC 'DNA' while the last 2 bits would be calculated and adjusted based on the current health of the NPC. Really think this could go somewhere (similar to the Doom 'health head' in many ways nut in game rather than in the user interface).

Given that humans tend to fix on the face it may only be needed to change the texture for this part of the model (to test of course!). Then floating health bars would be a configurable option to allow selection between total emmersion and a solution closer to that expected by many players.

Hajo wrote:

Another idea might be to change the saturation of the textures ... like have them fade to gray, and they die when loosing all color, aka health. Should be fairly easy with 3D systems, maybe changing saturation and hue works even better?



Technically possible I imagine, but something I would only consider if it made sense in the game world - for instance if you were up against some kind of undead who 'faded away' (greyed out and possibly even increased in transparency) as they took damage then this might be interesting. Otherwise I suspect it might be a bit annoying (for me at least) as the realism of the game world is impacted, possibly even more than it is by floating health bars.

Comparing the two approaches the first would even allow players to check out potential enemies before attacking (if that nasty looking Troll looks to be on it's last legs then I might, as a starter character, try to knock him off). Using fading textures means that you could do the same thing, but from further away - less risk in checking out so less fun.

Will think about the changing textures idea a bit more and see what I can do.

Cheers,

Jon.
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