This thread is for sharing your favorite
implemented design idea. I'd primarily like this thread to be primarily about ideas that you have thought of (or "borrowed" from other games), and successfully implemented in your own game. I suppose if you haven't implemented any game design ideas yourself, you can share an idea from another game that you really like. You can use the template below to make your mark. [smile]
Quote:Brief description of ideaWhere it is usedWhy I think its a great idea |
Here's mine. Its an idea I thought of myself, but that's not the only reason that I like it so much. [grin]
Brief description of idea Damage blending: In 2D games, create several images of characters/enemies that reflect various levels of damage, and then blend two of the images together based on their current health percentage to provide a gradual depiction of damage being dealt.
Where it is used In my 2D RPG,
Hero of Allacrost. It is used in the battle sequences, which are like SNES Final Fantasy's in nature. See the screenshot below.
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Both the character portrait on the bottom left and the enemy sprites have damage blending applied to them. The character sprites don't, however, since they are animated and it would take a heck of a lot of work to provide damage blending there. Here's a short video showing it in action and some artwork snapshots.
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===>
Video example
Why I think its a great idea Several reasons: > It gives the player a visual idea of how much damage has been afflicted on an enemy, instead of traditional RPGs where you would have to no idea unless you casted a "scan" spell or similar > Its easy for the artists! After creating the original sprite, its really simple to make 3-4 additional frames reflecting damage of that sprite. So there's not a huge cost with supporting this feature > The gradual damage blending looks cool [grin]