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Ashtoreth
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Joined: 24 Oct 2007
Posts: 37
Location: Montreal, Quebec, Canada

PostPosted: Tue Nov 06, 2007 8:04 pm    Post subject: Healh point /Magic meter [quote]

Hey there

I was kinda out of it for a while (mostly because of work -_-;) but we're having an hardtime figuring out how to do the HP and "MP" in the game screen.

I though about a graphic meter and give the player the choice to have either no data, %, or a fraction system in it.
(No data would be just the graphic, a % would be the % left of HP/MP or the fraction would be the usual "80/130"

The MP system is different, as we use a balance system (too low, well your too low to do anything, but too high the character will have trouble)

I can sketch something quickly for it, but Id rather ask what you guys think, or if you have any ideas ^^

Ash.
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cowgod
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Joined: 22 Nov 2005
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Location: Pittsburgh, USA

PostPosted: Wed Nov 07, 2007 4:18 am    Post subject: [quote]

Offering a choice of HP meters is always best, but probably unnecessary. You should use the normal 80/130 mode as the default because most people won't bother to change it.

If MP is really a balance kind of thing, you could use an actual scale/balance type of graphic. It's kind of hard to come up with something just because it's not a concept I've considered before.
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Wed Nov 07, 2007 5:40 am    Post subject: [quote]

I personally like a combination of the fraction and a graphical display above or below the fraction.
The ability to toggle the fraction display would be a nice feature too.
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Hajo
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Joined: 30 Sep 2003
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PostPosted: Wed Nov 07, 2007 9:18 am    Post subject: [quote]

I also favor the 80/130 text on top or over a bargraph.

I like to know the max value, so a 72% label alone helps me less, since I have no idea of the absolute value then. But it also depends if that value is important as absolute figure. Health usually is.

I must admit I don't understand the idea of you MP system, so I cannot give you feedback there :(
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Ashtoreth
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Joined: 24 Oct 2007
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PostPosted: Wed Nov 07, 2007 3:02 pm    Post subject: [quote]

thanks

For the "MP" system, I don't think it's been made in a game before, but we're willing to try.

For example, let's use a 150 scale with the balance right in the middle, the normal/balanced number would be 75.

When the character is at 75, he's neutral, the power are there, but not too much.

we were thinking about a danger zone, where theres too much power so the character will be affected by it somehow (negative effect of course) like maybe 85 and higher.

So if the character reach higher than 85 he will start to have trouble controlling certain things.

It's still a concept under development, but if you have any ideas, fire away ^^
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Hajo
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PostPosted: Wed Nov 07, 2007 3:35 pm    Post subject: [quote]

How can you get higher MP than neutral? And if it's dangerous, why should a player do that?
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Ashtoreth
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PostPosted: Wed Nov 07, 2007 4:30 pm    Post subject: [quote]

The way we though, a player will gain "Mp" all over the game and will need to do something (either use it, or meditate, use items, whatever way) to balance it

It will also be affected by some outside matters like moon phase or enemies attack
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Hajo
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PostPosted: Wed Nov 07, 2007 4:33 pm    Post subject: [quote]

Sounds a bit like eating and food.

You get hungry just by passing time and must do something, otherwise it will have negative effects :P

And if you have the right balance between starving and being obese, you are doing better in average ;)

MP, demystified :o

PS: Sorry, was a bit in a teasing mood ;) Make it well and it will be a nice concept for a game.
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Ashtoreth
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PostPosted: Wed Nov 07, 2007 4:43 pm    Post subject: [quote]

hehee
mmmmm food

actually, it might be easy to explain like that ;)
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DeveloperX
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Joined: 04 May 2003
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PostPosted: Wed Nov 07, 2007 11:29 pm    Post subject: [quote]

Thats a very interesting idea Ashtoreth.

Perhaps though you could have certain skills only accessible when your MP is within a certain range:

Here is a small graphic that you can use if you give me credit for it.


Now, consider maybe a skill would only be available if your MP was in the lefthand Orange range; or only in the righthand Red range, or perhaps the farther from the zero-point (line) the stronger the skill's effect.
Maybe lefthand is for healing skill, and righthand is for damaging skills?
Who knows. Lots of potential for a unique system.
Goodluck. And let me know if you use the graphic.
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Ashtoreth
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PostPosted: Thu Nov 08, 2007 1:07 pm    Post subject: [quote]

Hehe, yea, I could, wouldn't really fit into the design, but it certainly gives me ideas ^_^

Even though the graphic is nice, It really wouldn't fit with the design, but I do like the gradient idea
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DeveloperX
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PostPosted: Thu Nov 08, 2007 7:36 pm    Post subject: [quote]

Ashtoreth wrote:
Hehe, yea, I could, wouldn't really fit into the design, but it certainly gives me ideas ^_^

Even though the graphic is nice, It really wouldn't fit with the design, but I do like the gradient idea


I could make something that does fit the design if you like.
Email me a screenshot of the look & feel you want, and I'll give you a suitable image in whatever format you like.

I'm leaving for a trip around 4am tomorrow, and will be driving for the following 10-14 hours. Unpacking for the next 3; and will try to get an internet connection setup within the next 24 hours. So I will not be able to make it until after that, but if its something you would like, then let me know.
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Ashtoreth
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Location: Montreal, Quebec, Canada

PostPosted: Thu Nov 08, 2007 9:00 pm    Post subject: [quote]

I'll try to make it ^^ (I love doing stuff my self, gets me to learn new things all the time)

But eventually we'll need new artists (Sprite animation never been my best, I can manage now though) so if you are interested, or know anyone :)

Ash.

I'll post some concept arts in the next week or so
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