Go On :: health bars? not quite

Behold: little rows of square dots! Note how they disappear when their associated little avatar is attacked.

I've decided that the assets are in a good place for now and I'm back to combat. A priority that was obvious once others played the game is they want feedback from the combat. Aka, "did my dude hit that other dude?" Furthermore, "am I winning?"

vigor, stamina, or stability... but not health

I don't want to deal much with numbers. Numbers are good for games like combat. These dots represent something closer to stamina in the Souls series. A loss of these and you will be left vulnerable... more on that in a future post.

dev notes // ActorUIView extends GameplayActor

New class type has been added to the hierarchy: ActorUIView. It is a MVVM style view that is pooled/spawned/allocated/deallocated during gameplay. It is treated as a GameplayActor entity whose state is serializable. A new CatchCo.GoOn.Gameplay.UI namespace has been added for these classes.

Each little vigor bar is a VigorBar : ActorUIView. It is created by the Builder Class that creates new Unit actors and observes certain events on the unit.

It uses the new UnityEvent system to do most of it's watching which has been absolutely brilliant so far. I highly recommend checking it out if you haven't already: http://docs.unity3d.com/ScriptReference/Events.UnityEvent.html

Brandon Catcho

Senior Software Engineer at TechSmith Corporation. I write/record music and explore game development on the side. All views expressed here are my own.

Lansing Michigan