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General Hero damage guidelines

Jay Garcia edited this page Aug 9, 2019 · 2 revisions

General items

  • Player receives damage when:
    • Hit with any projectile (enemy weapon or automated dungeon mechanism [think arrows from walls])
    • Bumps into an enemy
    • Falls off of a ledge
    • Walks on a dungeon tile
  • After receiving damage, player blinks for a second (invincible) to allow them to retreat to another position.
  • Sound played for damage received

Collisions creating damage

  • what triggers the getting hit animation?
  • if you're attacking and being attacked...
  • if you simply run into enemy

Light damage animation

  • Use for light projectile hits & collisions with enemies.
  • When colliding with enemies, player is pushed back a bit.
  • Animation sequence: 1,2,3,1. 120ms for initial frame, 80ms for the rest.
  • For Player stays in place for this hit. (like a jab)

image4

Medium damage animation

  • Frame sequence: 35, 32, 33, 34, 33, 34, 35. 120ms for initial frame, 80ms for the rest.

image9

Heavy damage animation

  • Player is pushed back (standing position changes) up to 24 pixels by this hit.
  • Frame sequence & adding a flash to emphasis the impact. 35, 32, 33, 34, 33, 34, 35 . (flash frame is bold)

image6

Damage sprites are pretty self explanatory. (Facing down, Left & right, facing up)

image

Falling off of ledge

  • If the hero is > 20% over the ledge, he slides off.
  • Custom falling sound played when in falling state (descending tone).
  • Sprites to be drawn for falling animation
  • When the hero falls off of a ledge, an animation occurs and hero takes damage.
  • Afterwards, he re-spawns to the exact place he entered the screen.

Example: Link falling down

Death animation

  • Death animation still needs to be developed. (proof of concept)

Hero dying temp