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In beat 'em ups, there are two common ways of displaying enemies' energy:
display a small panel structured like the player one (photo + bar) below the player energy panel
display a bar immediately above the enemy's head
There are pros and cons for both, which differ when multiple enemies are hit:
for strategy 1, the enemy panel will change quickly (but visibly) between enemies; only the energy of the last enemy persists for a while (try Final Fight to see what I mean)
for strategy 2, the enemy bars will be crowded and overlapping
There's no best strategy (unless some innovation is applied 😉. I don't think one as inherently better than the other (I'm personally used to Final Fight's style, which is 1.).
The text was updated successfully, but these errors were encountered:
The Final Fight style is better suited to just 2 players and fewer enemies. No bar is also a common option; we’ll default to that for starters.
Castle Crashers for instance has no bar (except for bosses) but instead shows a damage counter:
I suspect this will be the best fit for us as well, because we will sometimes have larger waves of enemies and big AoE attacks that might affect a dozen enemies at once.
Even this approach can get messy though:
I suggest we only show damage counters on critical attacks and other such special hits.
In beat 'em ups, there are two common ways of displaying enemies' energy:
There are pros and cons for both, which differ when multiple enemies are hit:
There's no best strategy (unless some innovation is applied 😉. I don't think one as inherently better than the other (I'm personally used to Final Fight's style, which is 1.).
The text was updated successfully, but these errors were encountered: