Why are health-bars needed?
There not, a common misconception, yet they seem to be everywhere these days. Diablo 1 didn't have them, Quake didn't have them, Avolition shouldn't have them, at least that was the idea, 'although practicality beats purity' (PEP20 - "The Zen of Python") .
So, why are health-bars needed:
- they show how much damage you do
- they show how much hit points monsters have
- they show how strong monsters are
Everything speaks in their favor, and the only thing against is my personal dislike, and since I'm the only developer of this project - instead of health bars I bring You...
No! Not the green monster, not the chick in red! The green ring at the monsters feet!
After a few refreshing lightning bolts:
...and after a few more displays of raw magical power:
The color of the ring shows the monsters health status - green is undamaged, yellow is wounded, red is almost dead. You could say this is shown as a percentage, green =100%, red=0%.
The thickness of the ring shows how many hitpoints the monster has. You may ask if it's not the same as the color - it's not! Let's imagine two monsters, monster #1 spawns with 100 HP, monster #2 spawns with 50 HP. They both have green rings but the ring at monster#1s feet will be much thicker.
So how are health-rings better then health-bars? They aren't, I'm just using health-rings, because health-bars are too mainstream ;)