LogFAQs > #922521249

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Topic*literally has controls listed onscreen during gameplay*
DevsBro
05/29/19 12:30:27 PM
#16:


AlisLandale posted...
What kind of game is it?

Another thing to do is to maybe make early game enemies really weak, which widens the window of ppportunity to heal.

In FF7 you have to actively try to die in the opening sequence, so youll have plenty of time to worry about health.

Indicating that health is in a danger zone is also something that a lot of games do. Maybe change certain text from yellow to orange to red at different percentages of health to catch their attention.

Tbh its kinda weird how much is expected of game design these days. Back in mah day we had to read the instruction manual, uphill, both ways, if we wanted to know how the game worked. And sometimes not even then! (Seriously, What does the ring do in dragon warrior?)

Whippersnappers today probably wouldnt even know Mario can jump without a tutorial level. *grumble grumble*

J(inspired?)RPG.

And yeah, your health turns red when it's low.

But also I need a better way to relate the player characters to their respective health bars. It's got Phantasy Star perspective with FF health bars, which I'm finding doesn't work at all for players to figure out which character goes with which health, even though it highlights the health bar when it's said character's turn. It just needs to be restructured entirely.

I wouldn't have expected it to be a problem since 3D JRPGs move the camera all over the place and its not a problem. But I guess also they introduce player characters one at a time while this is more of a dev sandbox with multiples all at once to test it all out. So maybe that will be alleviated some as development progresses.

Phantasy Star perspective with Phantasy Star health bars would work but it's too much Phantasy Star, lol.
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