Out of curiosity, what happens when a player's legs are broken and their legs get hit? Does he/she have invulnerable legs once they're broken? Do they take torso damage?
Do they die?
Out of curiosity, what happens when a player's legs are broken and their legs get hit? Does he/she have invulnerable legs once they're broken? Do they take torso damage?
Do they die?
Inspiration from my tea:
"Never wish life were easier. Wish that you were better" -Jim Rohn
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Yes, as WavyVirus said, the legs would act as a 'buffer' for fall damage. If the player falls too high, and the damage done is greater than the leg health, it will be subtracted from the torso health - which does mean you can die (as it should be) from falling. Leg health at 0 will also reduce speed significantly, disallow jumping, and force player into crawl mode - though the last is largely just an animation issue.
I haven't gotten around to implementing enemies/bullets yet, so I'm not sure if I can make it detect if it hit upper or lower body, or whether I'll make it just do the equivalent of a dice roll of which part it hit. I'm ignoring headshots for now - but if I can determine which part of the body is hit I may add a headshot area that's just instant death. (The reason I don't know yet, is because I need to implement bullets as moving projectiles and so far I've only done player-terrain and player-object collision, which acts slightly differently)
I need to mess with the silhouette health indication more first though, to make sure I can use it.
One trap that I still find super easy to fall into at times is one you may be falling into yourself: you mention that 'lack of ability to see %s' as a short-coming...but it's not. The more numbers and statistics you throw at a player, the more restricted your target demographic is (i.e. what players will find your game appealing).
This is how I'd do the damage indicator (again, very much like FO3).
A very effective style choice FO3's design team made was to have the silhouette have a face which varied between Happy! and Miserable! (in a cheeky way) with the overall amount of pain the body was in.
All of this assumes that damage to a specific body part has a very real and intuitive in-game effect. Damaged legs slows your movement, damaged arms hurts melee damage and attack speed, and damaged head blurs your vision and hurts your aim. Things like that. There's no reason for such a fancy indicator scheme if the issues have no in-game effect. (Which you seem to be clear on, but I felt amiss not adding it, haha.)
In addition to Wavy, I recommend trying to make it such that brightness increases (not decreases) with severity of injury. Currently the most injured state is represented by a very toned down red which doesn't really scream BIG PROBLEM to me, as I feel it should. There's a reason alarms use bright red flashing lights and irritating klaxons...as opposed to a soft dull blue and slow jazz. :)
This also conveniently works around any problems with colour-blindness. Black (healthy) -> red (dead) might be worth a try.
I never would've thought of that; it's a very important (and hip) consideration.
ADDENDUM: Just incase it's lost by the cold, emotionless Internet...I meant that sincerely. :)