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Level Up.pdf

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276 LEVEL 10 The Elements of Combat<br />

There are many ways losing that health can be represented to the player.<br />

Numbers are simple and transparent but boring. They stand out against<br />

cluttered HUDs like those found in MMOs and RPGs. Just keep the font<br />

legible.<br />

A health bar doesn ’ t take much space running<br />

along the top or side of the screen. They can be<br />

framed with themed artwork to make them look<br />

more interesting and part of the HUD. However, it<br />

can be difficult to tell when small amounts of<br />

damage have been taken. A health bar can be<br />

segmented for readability.<br />

If you are feeling artistic, icons can represent the<br />

player ’ s health with simple visuals: human outlines<br />

that go from green to red (WWE Smackdown),<br />

crystal globes of blood (Diablo) or hearts (Legend<br />

of Zelda).<br />

Some platform games use a companion<br />

character as the player ’ s health meter. For<br />

example, Crash Bandicoot is followed by a tiki<br />

head that loses feathers with each hit the player<br />

takes. The problem with this system is that it<br />

cannot support a large amount of health.<br />

Things are more direct with character- based<br />

health systems. Ghosts ‘ N Goblins represents<br />

health with armor that pops off the player. Dead<br />

Space and Ghostbusters have status meters as<br />

part of the character ’ s armor or equipment. The<br />

characters of Resident Evil clutch their<br />

midsections and limp when they ’ ve taken<br />

damage. Many car combat and driving games show visible damage to the<br />

vehicle. You know your car is close to death in Grand Theft Auto when you<br />

are dragging a bumper and your engine is smoking! Whatever method you<br />

use, you need to have some sort of feedback: the player can ’ t always keep<br />

their eye on the health bar, so these character- based feedback mechanisms<br />

make it possible for the player to gauge how close to death or restart they<br />

are. They can then adjust their strategy (retreat, heal themselves, etc.)<br />

based on this knowledge. Just make sure these systems don ’ t interfere with<br />

the player ’ s movement or attacks.<br />

Many modern games have moved towards a HUD- less health system. As<br />

the player takes damage, the screen becomes splattered with blood which<br />

gets thicker as more damage is taken. More dramatic effects, like turning

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