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Developers Corner

Developers Corner 

Characters, Skills, Etc.  » Hit point system

8 posts found

Apprentice Member

Joined: 9/08/13
Posts: 5

OP  10/04/13 10:09:36 PM#1

So in the last thread i made it seems that it was to broad for what i was aiming at so i figured i would make a series of threads regarding different aspects of my game to see if i can get some feedback.


Well start with the Hit Points system.

So the basic setup so far. I have a life bar with represents the amount of blood in the body. Everyone will have 8 pints of blood or 800 "hit points". I have the damage set up to cause different ailments to do different amounts of damage as well as different status effects. Broken legs to make you slow/crawl, broken arms will take your ability to aim accurately, and if you get shot in the face with a rifled slug from a 12 gauge shotgun well.... its curtains...

There will be melee weapons to cause different effects also things such as bows with different types of arrows to cause different damages. Examples would be if you get hit with a bat to the legs it has a chance of breaking your leg causing mentioned crawling/slowness. If you were to get shot with say a regular everyday recurve bow with a target point the damage would be minimal bleeding. I have different damage equations setup for different weapon types and combinations.


So that's the baseline.... Ideas, critiques?


Elite Member

Joined: 8/27/04
Posts: 8329

Perhaps tomorrow will be better.

10/04/13 10:24:33 PM#2

I like everything to act realistic so anything broken would have to remain broken for some time and not just one battle.I would prefer to see an injury system such as maiming to lose accuracy and avoidance.Poison over time is good as long as combat is slow enough to make it meaningful.If combat is too fast,then it always becomes a max dps game and everything else becomes meaningless.

There is a ton of stuff that can be done with food,an area most games overlook or don't take far enough.Example you could eat food that has poison resist,so perhaps the dot of poison would be less depending on food.You could also eat accuracy food,so if your arm is injured you might not lose as much accuracy or if legs injured not as much avoidance.

You could also eat food that raises your hit points and of course multi purpose food or ointments made by certain classes or even magical properties to hit points given by magical classes.Shields should not affect hit points but directly affect weather or not you were hit.

Most important is race/class should determine your hit points,players should not be equal.Really a perfect example to everything is FFXI,a large Galkan race has far more hit points and gains more hp per level than other classes.
Samoan Diamond


Apprentice Member

Joined: 9/08/13
Posts: 5

OP  10/04/13 11:22:32 PM#3
Those are great ideas.... but it is a survival horror game i'm thinking poison in the food will be the least of the worries. I do like the idea of  broken limbs taking time to heal though. I was thinking items like a splint and maybe antibiotics that could be scavenged around the map to speed up the process. Maybe a total of about 2 in game hours to heal a broken leg.

Advanced Member

Joined: 5/06/10
Posts: 837

11/30/13 10:04:02 PM#4

I like the simple aspect of the pint of  blood etc, but when you got into broken arms and legs, understand when doing something like this on paper but just saying it , doesn't work.


You need to understand for someone to read the scripting for this, they need to know how each joint will work, what will happen with each joint, are you having different hit box's. Is each hit box going to loss damage  The list goes on.

I program and  script in gaming, you have alot of variables here. By reading that aspect that is really  in depth system alone for that part  of it when it comes to different broken bones and such.


My advise, would be to slow down a bit with each element, start with one element, like broken bones, will slow him down, or something like that, he will take damage over time, then he needs to get repaired  by a doctor. Something more basic. One thing in game development, just because it looks good on paper does not mean it will work. ALot of Game Production is we have to fake things, I mean water in a game, is just a shader, they made animate it, they made have a shader and a simple UV scripting moving the X or Y coords on it, or one or another.  Some games to make them look pretty are shaders and simple particles.

Alot is faking it, if you see the development from the ground up alot of gamers would freak, I know I did before I started working in the industry, like wow thats hard to do, and wow that is all that they do, to do this or that.. Lame..


So my point is slow down and take each element and work it out piece by piece, same with the art element, how is he going to move when the arm is broken, how will it work when animated. 


So take it a bit slower. good luck/


Elite Member

Joined: 8/27/04
Posts: 8329

Perhaps tomorrow will be better.

11/30/13 10:39:13 PM#5

You don't need to make injured limbs too complicated to work,it can be VERY simple if need be.

You simply take arm injuries and lower a players dexterity or accuracy.You take leg injuries and lower the run speed  or agility/avoidance.All of those stats can be RNG based on other stats if need be.Yes hit boxes would be nice but again not needed,you can simply randomize or write a small formula for where to hit.You can use the same formulas for the creatures as well,so that way it sets up like a simple properties box for all mobiles in game.

Example ..Perhaps a zombie like creature has a 30% chance to injure your arms/dexterity while a dog type creature might be 30% to injure your legs if a certain amount of hit points is lost.The % would be higher the more hit points are lost.So in properties every mobile you would simply check off the %to injure and how much that correlates to losing run speed/avoidance/dexterity/accuracy ect ect.

I think i see where the pints of blood comes in,seems like trying to create a reason for each block in the hit point bar.I would prefer no blocks in the bar,just a straight line.

As for animations,we can't get big time developers to do anything in that area,seems they like to make the simple everyday animation and have that hold true throughout the game.So in saying that,yes would be nice to see injury animations but would not kill a game if not there.I think perhaps something simpler like a blood splat  and decal on that limb to signify it is injured.
Samoan Diamond


Advanced Member

Joined: 3/14/05
Posts: 148

12/22/13 1:57:33 PM#6

I'd caution against a system where losing life decreases stats. I remember in the early 90s, back when game demos were distributed on multi-disk sets and you mailed in for a full copy of the game, that lots of RPGs experimented with this type of system.


I also remember that I couldn't stand the system, it caused the battles to have a huge snowball effect. If you face off against a strong opponent and get hit, then your hits are weaker and will only get weaker as the fight goes on, likewise if you draw the first blood, your opponent is only going to become more trivial as the fight goes on. I do think debuffs add complexity to games, but when they are tied with HP directly, you might as well be taking away character levels or skill points each time they get hit.


Anyways, that's just my 2 cents on the topic. I've played games where such a system was used and always found combat in them more frustrating because of it. On another note a similair system that I"ve found frustrating are games where your opponent 'disarms' you and where it causes you to have to open your inventory back up to re-equip the weapon, it adds tediousness where it is not needed.


Hard Core Member

Joined: 12/24/10
Posts: 779

12/22/13 8:09:25 PM#7

You could take a look at Chromancer, it has the same idea of no "base line health" and instead focusing on when you hurt the person you slowly disable them eventually getting the the point of them not being able to fight back.

Chromancer is a duel-style game, with two opponents facing each other at a time. The play area is very wide and the first thing each player does is choose where along his side to place his deck (his "Castle"), his discard pile (his "Graveyard"), and his pool of resources (his "Bank"). Unlike most collectible card games where each player has "hit points" and the point of the game is to kill your opponent by having your creatures attack him without being blocked, the goal of the game in Chromancer is simple. Be the first player to destroy all three opponent's Strongholds.

So, at the start of the game you choose where these three things will be on your side of the board, and during the game your opponent will be attacking them. What makes the strategy of Chromancer so intriguing is that any time a Stronghold takes damage, it harms your ability to play the game in a way related to the function of that Stronghold. Every time your Castle takes damage, cards are discarded from it automatically; while attacks on your Graveyard force cards to leave the game permanently, and attacks on your Bank allow the opponent to steal your resources (preventing you from using them yourself). Further, if one of your Strongholds is destroyed, for the rest of the game you are permanently disabled from using the associated mechanic. So, for example, if your opponent knocks out your Bank, you can never save income from one turn to the next (making it hard to play expensive cards). A destroyed Castle means you can't draw anymore, and a destroyed Graveyard means any used-up card is gone forever rather than discarded.

If you have complex effects you're also going to need to consider that you're going to need to slow down combat.  Another option could be completely removing all status effects attached to skills/abilities, and instead have status moves attack a specific body part.

Practice doesn't make perfect, practice makes permanent.

"There are still vast swaths of our planet's surface in which it's surprisingly easy to lose things. Even a ship the size of a large building." Richard Fisher


Novice Member

Joined: 4/23/14
Posts: 7

4/24/14 1:00:18 PM#8

Just a small biology point, sure 8 pints of blood is more or less right, but you'll pass out after loosing just 1 or 2, you'll die after losing between 3 and 4.  It all depends upon the size of the person of course.  Women are usually smaller, and on average have around 7 pints.

Regards wounds, once the decision is made not to visualise them it's pretty much open season in terms of what you can do.  Do make sure that such effects are only for critical wounds though, otherwise you will bog down the action sequences too much.  Perhaps you should only suffer such criticals when below 20% health, or when fighting a particular boss.

Osric - Legendary Heroes Old school style roleplaying game.