Timeline for Why should I choose to design a health bar rather than heart containers?
Current License: CC BY-SA 3.0
6 events
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Mar 15, 2013 at 14:22 | comment | added | Trevor Powell | This answer is point number 3 in the original question. | |
Mar 15, 2013 at 12:41 | comment | added | Tobias Kienzler | @MSalters precisely, and that's also more credible IMHO | |
Mar 15, 2013 at 12:40 | comment | added | Tobias Kienzler | good point, though the scaling of heart containers can be fixed | |
Mar 15, 2013 at 12:10 | comment | added | MSalters | Doesn't matter, actually. Numerically going from 300 health to 3000 health is equivalent to a reduction in damage taken by 90%. I.e. you can model the same effect as an "armor rating". | |
Mar 14, 2013 at 20:51 | comment | added | Stephane Beniak | I completely agree with you, when it comes to RPG games with a very long player progression (Diablo 1/2/3 spring to mind), using hearts would never work, as they would take over the entire screen! | |
Mar 14, 2013 at 20:40 | history | answered | default | CC BY-SA 3.0 |