My obviously subjective rant about graphics (GRP) in computer strategy games, where I wish to replace unit HP bars (or number in box) with changing unit graphics, to represent casualties.
In strategy games player control units, that consist of multiple soldiers. Players tend to imagine that each unit is at least dozens of creature, otherwise its silly to think that you are waging wars, conquer castles and control vast territories with only six men, which is often the outcome if looking on games by their rules.
Multiple symbolic-like figurines MoM create one of the best looking battlefield, and beautiful drawings of single creatures in HMM2, would be only mucky otherwise (also how to depict 1000x skeleton). Mixed version (W3, PG), where multiple figurine units coexist with single big monster is sensible, because it visually describe why little guys have comparable stats with monster (many of them to compensate lack of size).
I like multiple figurines in MoM, and adore single in FG as well. On the other hand I'm not in favor of single swordsman in AoW1
and its pity they go for multiple in incoming FG2.
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Besides unit GRP itself, on the main game screen units are ornamented with numbers or hp bar, plus some gems to represent active status, carry items, exp level, being poisoned and plethora of other conditions.
Instead cluttering screen with icons, different condition can be done by
UI elements that are floating somewhere near formation is stealing attention. Instead observing units, players focus on changing number or bar.
Developers spend lots of time to animate the units, with dozens of frames (When was the last time when you dont play the game at fastest setting or skip all movement animation?), but dont bother to create few different GRP to visualize deteriorating units condition (understandable because they would have to multiply it by each step of animation - valid argument for justification of 3d GRP use).
Basic information about unit strength or HP should be encoded in GRP. By removing figurines or replacing healthy GRP with wounded. GRP should have 3 functional stage (and 4th dead animation/corpse): 100%-67% of HP, 66%-34% and 33%-1%
From my gaming experience I label unit health by:
I know this tank is not working anymore, I dont find better picture.
in case where there is multiple creature in each unit, the different GRP for each unit is not required. If unit visualize by 10 men receive 34% damage then lets GRP display only 6 figurines after. All will keep verisimilitude in tact, and provide information for player.
P.S. I have no problem with full unit stats and information to second decimal point in side panel or pop-up window, i just dont want them on main screen in form of HUD like augmentation.
In strategy games player control units, that consist of multiple soldiers. Players tend to imagine that each unit is at least dozens of creature, otherwise its silly to think that you are waging wars, conquer castles and control vast territories with only six men, which is often the outcome if looking on games by their rules.
All of them are valid.which approach is the best?
Multiple symbolic-like figurines MoM create one of the best looking battlefield, and beautiful drawings of single creatures in HMM2, would be only mucky otherwise (also how to depict 1000x skeleton). Mixed version (W3, PG), where multiple figurine units coexist with single big monster is sensible, because it visually describe why little guys have comparable stats with monster (many of them to compensate lack of size).
I like multiple figurines in MoM, and adore single in FG as well. On the other hand I'm not in favor of single swordsman in AoW1
Multiple figurines are in fact only HP bar, and unit even with 1 figurine is perfectly capable of dealing attacks with full power. This is vexing my point of disbelief. Solution be threshold of figurines: f.ex 100%Hp = 10 figurines, 10% HP = 5 figurines. If HP drop to 0, then unit is destroyed (there could be no less than 5 figurines). So seeing visually 5 guys doing attack with full power would be acceptable.
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Besides unit GRP itself, on the main game screen units are ornamented with numbers or hp bar, plus some gems to represent active status, carry items, exp level, being poisoned and plethora of other conditions.
Instead cluttering screen with icons, different condition can be done by
- applying filter to an unit: red, green, blue
- background sprite
- increasing brightness - bless
- monochromatic (black&white colors) - sleep, blind, paralyze, polimorfed
- sprite overlay
- contour - like in MoM with enchantments
UI elements that are floating somewhere near formation is stealing attention. Instead observing units, players focus on changing number or bar.
Developers spend lots of time to animate the units, with dozens of frames (When was the last time when you dont play the game at fastest setting or skip all movement animation?), but dont bother to create few different GRP to visualize deteriorating units condition (understandable because they would have to multiply it by each step of animation - valid argument for justification of 3d GRP use).
Basic information about unit strength or HP should be encoded in GRP. By removing figurines or replacing healthy GRP with wounded. GRP should have 3 functional stage (and 4th dead animation/corpse): 100%-67% of HP, 66%-34% and 33%-1%
the more stage the more workload for graphics to create them. More would not contribute to the player judgment.why only 3 stage, not 14?
From my gaming experience I label unit health by:
- fully ready,
- almost fully ready (99% HP or 9/10 in term of PG),
- somewhat damage but still can fight (70% HP),
- heavy casualties, should retreat them (30% HP)
- almost destroyed (3% HP)
in case where there is multiple creature in each unit, the different GRP for each unit is not required. If unit visualize by 10 men receive 34% damage then lets GRP display only 6 figurines after. All will keep verisimilitude in tact, and provide information for player.
Yes, but its artificial feedback (how could you know that your 14th orc warrior is exactly 34% at max health?), and its a step in direction of spreadsheet game. Don't having full information about each game element could be part of the game (like FogOfWar)."But with HP bar or floating number i have more precise information".
if a car receive damage in RL, you dont know it because some HP bar decrease, but because there is visual dent in the hood.disbelief:
why even make effort to draw GRP, just put floating name in box and that's it.put into absurd:
My above scribble, was to introduce alternative, that I'm not seeing in games.And what if I love to have all the stats and icons around my troops in the center of the game screen?
The game was design with such UI & and information for player in mind. I dont have enough will to not abuse system. Besides I still want this intel, just served in another (limited I agree) form.You can just hide info about number of soldiers and play without it
P.S. I have no problem with full unit stats and information to second decimal point in side panel or pop-up window, i just dont want them on main screen in form of HUD like augmentation.