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  • Writer's pictureРостислав Кейван

Character state

Updated: Sep 4, 2023

Hi dear guests and developers, I am glad to share with you an interesting topic for a long time.



In this post, as always, I will talk about my virtual reality project, namely, how I developed the character state system.


This system is not new, but I saw it in many games and decided to develop it, since the possibilities and skills allow me to do it.


The state of the character is what characterizes us as a player, what we have as people by passing it on to our character.


The state includes:

  • Character health

  • Character Hunger

  • Character Thirst

  • Stamina

Let's take a look at each of them, because it's an interesting system because my idea was to implement this mechanic. An idea came to me - and it would not be bad to give players the opportunity to collect loot at the level in which the player will look for food and water items, first-aid kits to survive.


After a long deliberation, after weighing all the pros and cons, I started developing.


One of the reasons I decided to do this was that this mechanic would give us more involvement in the gameplay, dilute tense moments with enemies, which would allow the player to catch their breath and look for ammo or health in a level, or prepare for another level.



HEALTH


Damage

It's simple here, when the enemy deals damage to the player we will see it in the interface. I designed the damage classes so that if you encounter a different type of enemy, they will most likely deal more damage than the enemy that meets you on the first level.


Max Health Reduction

The fact is that when a player receives damage, the maximum allowable health decreases, what does this mean - this means that with each type of damage we also receive damage for the maximum replenishment of health.


And I yelled like this:

- Holly Molly!!!

-This gives us dynamics in the gameplay... =)


Hunger Damage

Also, what else affects the health of the character is that if your character is starving, his health will gradually deteriorate, along with maximum health, in order to prevent this, you will have to look for food to maintain the state, because there are still many unexplored places ahead.


Recovery

It is possible to replenish your health if you use a first-aid kit, I will write how it will look later. A first-aid kit will fully or partially restore your health and the maximum possible replenishment of health.



HUNGER


At each level, you will be met with loot that will give you some strength to survive in an immersive harsh world.

About objects with which it will be possible to interact or pick up, just now in the development process.

THIRST


If you think that the gameplay will be boring, then no ... thirst is one of all that will slow down your character if you have it at zero, you will quickly get tired, which will not give you the opportunity to run at all in the end.


Then someone will say:

- Here is the developer so tricky... =)

And someone will say:

- So that's what I needed here...


Monitor your thirst stats, because if we were to vote and bet now on who will survive the boss in the game or the player, I would bet everything on the boss. You simply cannot quickly get away from his attacks and the attacks of enemies.


To replenish your thirst, use "Water Capsules" They will be 2 types 0.5l and 1l, this will quench your thirst.


ENDURANCE


Stamina is an indicator of how much strength the player has left to run, if you do not monitor endurance, the character will hit the so-called "Critical Point" which will stop him in order to gain strength, and I will tell you 50% of endurance.


As mentioned earlier, if you run you will waste your energy, so your hunger and thirst will decrease faster than when you are idle, just keep that in mind.



UX - Design and prototype

UX

I designed the user experience, the layers in the design phase look like this:


Prototyping UX Player stats

I didn't have my laptop with me at the time, but luckily I had a notepad and a pencil. This did not stop me from constructing the entire design and seeing the whole picture.

Sometimes I like to use the classic traditional approach to prototyping


It is also important that the interface's state interact with the player, giving the player feedback.

Therefore, in addition to the design, sound effects will notify the player about the changes. But that's in the future when I start working on sound design.


Technical concept

Next, I proceeded to the concept of interaction with the state of the character

I created the schema, and so far it looks like this:

Graph of interaction of states with interfaces

 

Summary

Summing up, we got a completely working character state system, in this topic I did not describe the state when the player's life is at 0, since this is another part of the mechanics, but if you are interested in what's next, then at this moment the logic of this system stops working and stops all states.


Let's take a look at this mechanic:


That's all for now, thank you for your attention and for your interest.




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