A first-person action/shooter/adventure. A war is currently underway... Explore the world and it's characters to support the Kinship resistance against the advancing Patogens. Discover the rationale for your existence to ultimately answer the question "Why am I here?"
Many First-Person-Shooters (FPS) use a health bar to represent the player’s overall health status. It helps create a sense of vulnerability and danger to the protagonist. It may regenerate automatically and can often be restored using a medic-pack, adrenaline-shot or similar in-game pickup.
"create a sense of vulnerability and danger to the protagonist"
Sometimes the health bar is supplemented with a stamina bar to administer game mechanics like endurance when running, attacking or sustaining damage. As stated on the giantbomb.com wiki
"It’s a more malleable concept of power or endurance… as a way to limit players ability to do repeated actions”
Zygote’s game design experiments and expands on these ideas by introducing five vital-signs to represent the protagonist’s overall health status.
Zygote’s uses the following vital signs in it’s current design:
Health and stamina bars are often used in FPS games because they’re easy to comprehend, which is important during busy gameplay sequences. So although Zygote’s vital-signs facilitate different gameplay mechanics, it’s still important to provide a simple mechanism to represent the protagonist’s current health status.
Zygote derives a health value from the vital signs to summarise the player’s current health status. So at any moment the player can check their health and gain an immediate overview of their current situation. It uses a percentage value (where 100 indicates perfect health), and fluctuates with the vital signs.The player can analyse their vital sign monitors to determine their detailed health status and act accordingly.
"…electronic ESS sensors and monitors are fallible”
The vital signs are monitored by the ESS and displayed on the HUD. These electronic ESS sensors and monitors are fallible, introducing measurement errors and sustaining damage.
I'll continue this blog post next week. Feel free to read the remainder at gamesofedan.com if you're in a hurry.
Until next time,
Detour concluded (for now). AudioManager integrated & working w/ plugins. Back to character research & designing the Character Sequencer.
5hours 20mins ago by cfantarella
14hours 54mins ago by cfantarella
15hours 35mins ago by cfantarella
Extending the AudioManager to serialise it's parameters so it can be initialised during world generation or from player settings.
17hours 13mins ago by cfantarella
Enjoyed the #ashes cricket on TV this morn. My son loves our weekend river walks, past the new Adelaide stadium. Looks beautiful.
17hours 14mins ago by cfantarella
AudioManager v1 under test… All looking good so far. More testing tomorrow.
Dec 7 2013, 11:57am by cfantarella
@tomindie Thanks Tom. Will do. Have a great weekend.
Dec 7 2013, 5:08am by cfantarella
Todo for tonight: An audio manager for SFX/indoor-outdoor ambience/music. World triggers to affect it; eg outdoor SFX soften when indoors
Dec 7 2013, 3:22am by cfantarella
@dphrygian Cool, thanks.
Dec 6 2013, 11:24pm by cfantarella