Quantcast
Channel: Fighting Game Discussion — shoryuken
Viewing all articles
Browse latest Browse all 2146

Lifebars/Percent/HP counts

$
0
0
For a long time fighting games have used lifebars to show health. For new players this is good because it is a simple visual way to display health.

But once someone becomes competitive/serious, they are a hindrance. Gief and Akuma have different health, but they are represented with the same bar -- and what's the point of knowing a combo does 356 damage in training mode, but there's no accurate way to gauge how much of an opponent's bar that is during a match?

356 damage is a different length on Gief's bar than it is on Akuma's bar. Magic pixels occur because lifebars are a visual representation of a numerical value. Even experienced players/commentators are forced to estimate if something will kill because in the heat of a match there's no way to know EXACTLY how much remaining HP you have.

Here's some UI mockups I've been working on for my game:

First up is a version that uses real HP numbers. Useful because you'll know EXACTLY how much life you have, and combo damage will show up exactly like it does in training mode.
ui_design_b.png

Here is another version that uses percent. Not as accurate as real HP, but still slightly more clear than lifebars (no more magic pixel!)
ui_design.png

Thoughts? Curious to see what people think of different HP display styles.

Side note: Does anyone care whether super bar is at top or bottom?

Viewing all articles
Browse latest Browse all 2146

Trending Articles