Which one is better?
>>736499848better for what? what are your goals? what kind of game is it? how many enemies are there?
Health bar allows for further attack types>Poison>Lingering hitboxes>Multi AttacksBottom you can only really do binary systems. Does an enemy do more damage? make it two hits.
>>736499893The idea came from metrovania but I wanted to apply it to every game so the discussion wasn't limited to one genre.
>>736500136but why apply it to every game?
>>736500136you might as well ask whether orange or green is better
>>736500234You might as well scratch your asshole really deep and then sniff your fingers instead of posting
*farts in your thread*
>>736499848they are technically both health bars, the only difference is their sizeboth sizes have some upsides, a big number allows for a greater range of small damage effects like burns or lots of quick but weak attacks, while a small health range will feel more consistent and clear in terms of whether an attack will kill you or not
>>736500224So it's more interesting. How would your favorite game be affected if the hp was changed? Does one feel better even if they're the same. Does one make you feel more nervous or tanky?
>>736500234Orange is clearly better. Is this even a question? I bet you're one of those retarded Greenbacks who blindly worships green even though orange is so obviously superior.
>>736499848Hit pointsYou can have light and heavy hitsWith the other one light, fast hitting things are busted while slow, heavy hitting things are useless
I think both are fine, it depends on whether you need small damage increments to balance your game.Silksong you either you lose a minimum of 10% HP or you don't.In something like Sekiro you can take chip damage, while avoiding big hits.
>>736499848anything you can do with discrete hits, you can do with a health barmy hot take is health bars shouldn't have numbers. damage numbers should not be shown to the player. that's more immersive
>>736500743>>736500234Green is the correct choice. Orangeutans go for Orange cause they're colourblind
>>736499848bottom is gimped garbage with no flexibilityits shit you would see in 7th gen corridor slop
>>736501382LOL keep coping greenfag. Just wait until the Orange Box 2 comes out and I'll be sailing a fucking yacht in an ocean of greentard tears!
>>736501487>its shit you would see in 7th gen corridor slopwhat
>>736499848It depends on the game. Like, if any of you make pip-health kingdom hearts, im going to find you, and im going to do tshit that they will have to edit the geneva convention for.
>>736499848This
>>736501708>orangefags need bright safety colors to see their "superior" color>supremegreens is literally the most natural color there is, blessed by the godsEasy choice
>>736502112Both mogged by blue desu
>>736502112>grass is green>fire is orange>fire wins every timeProbably not the best idea to bring nature allegories into this, Anon. But, you are a greenfag so I shouldn't expect you to have any decent mental capabilities.>>736502176>a wild bluejew has appearedNot even going to entertain this one. Bluejews make greenfags look like bruce wayne.
I can imagine the latter being usable in games such as platformers in which 1) it functions as "the count of mistakes you are allowed to make" (rather than representing the amount of physical injury a combatant can sustain, in however abstract terms); 2) there are no stat/character-building mechanics whatsoever.But obviously the HP mechanic is strictly more powerful. In the example given they are equivalent, but of course enemies don't have to hit for exactly 25 damage! The system can accommodate Anon surviving ten solid hits, but it can also accommodate anon surviving 20 glancing hits when anon is almost out of measure, or 5 hits to his unprotected face ("but you could take away half-stars or full stars": yes, but 1) it could also be 24 damage and 24/25ths star gets really unwieldy, and in terms of design language the stars imply discrete hits). Or the same, except that this time Anon has decided to invest in block value/enemy has debuffed him with double damage curse (in many games character-building is kinda the raison d'ĂȘtre for the game). The same system and display can also accommodate a dragon with 2500hp, while 100 stars becomes really really unwieldy.Hell, you can also note that health system, while often not utilized this way (e.g. starting zone wolves have 30hp while endgame zone wolves have 30k hp), can be mapped to some meaningful details about the game world. For example, if a human at full health is at 200 health and a halfling is at 100, you take interpret a human at 100 health being severely injured, while a human and a halfling with 4 stars, again in terms of design language, basically look the same? Or, you can have a damage model in which most hits against armour don't do any damage, and only high rolls do, and with concrete numbers (like 20 protection, 15 damage) involved in such a system, it makes perfect sense to also display the health as numbers (and again, the design language implies hit=star lost, which isn't always the case).
>>736500650this isn't interesting at all
>>736502024Or how about this?(Of course, while numbers are obfuscated, it uses some kind of HP system internally)
>>736502651Brownfags are the only reason green even takes damage from fire. Browns are the worst.>implying fire can't also be blueTwo sides of the same coin, Orangeboy.
>>736499943they are exactly the same you just got bigger numbers in a bar
>>736502815never quite got that injured in unreal world. died starving first
>>736499848use both systems simultaneously
>>736500234Green is a real color unlike orange.
imagine if you went to /tv/ and every fucking day you saw 30 different flavors of >ARE CREDITS BETTER BEFORE OR AFTER THE MOVIE>I have no time for movies anymore am I depressed?>HAHAHAHAHAHAHAHAHA (twitter screencap of some faggot movie reviewer getting in a plane crash)>what are some retarded movies? (link to a twitch chat where people watch giraffes give live birth in a barn)Now you understand why I fucking hate you.
>>736505469That's what /tv/ looks like though
>>736505469This is an actual videogame topic unlike twitterfags, ecelebs, journals, erotica, etc.
>>736499848Top is universally applicable. It handles high damage and low damage well, and makes it easier to understand the incoming damage and play around itBottom always devolves to some bullshit where enemy attacks (or simply touching them) eventually do more than 1 unit of health so the system loses its effective meaning and the progression feels spiky or unfair and the entire UI element loses its legibility.
>>736505469wait a minute, that does already happen
>>736499848I mean they're the sameenemy damage on top should have different levels for different attackssome attacks may do 30 while others do 10bottom could also work the same by having them disassemble similar to Link's hearts in Zelda but it still feels closer to a set percent
>>736500234>greencels still think they're even on the same playing field as orangekings
>>736499848Top for RPGs, bottom for action games.
>>736499848bottom is better if every enemy hit in the game does the same damageotherwise it's the top
>>736503239No, I see what he meansPoison doing one heart out of ten a second is a bit too overtuned compared to one HP out of a hundred
>>736499848Top if your game has RPG elementsBottom if your game is just a pure action game or platformer.
>>736499848>>736499848fucking retardif you use bottom you can just stack attack speed and kill the enemy in 2 secondsonly attack speed would matter and not damage
>>736499848And then every hit does 2 stars damage
I prefer ghouls and goblins rules, you get one free hit and the next one is death
>>736499848Depends on how the numbers are determined.Bottom is better if for example, a big enemy does 3 stars damage per hit but a small does 1 damage per hit. Or if everyone does 1 damage per hit.But if a Level 55 Giganigga does 72 damage per hit, a Level 55 lilnigga does 40 damage, a Level 40 lilnigga does 30 damage minus some ratio based on your blocking skill, and an electricnigga does 3dmg/sec for 10 seconds then the top one makes more sense.Same with the player increasing their hitpoints. Am I raising it an arbitrary amount that may or may not mean anything, or do I get a very real 1 extra hit that I can take from common enemies?