[crossfire] Healthbars

Alex Schultz agschult at ucalgary.ca
Sun Mar 21 15:45:38 CDT 2010


On Sun, 21 Mar 2010 20:37:40 +0000
Brendan Lally <brenlally at gmail.com> wrote:

> On Sat, 20 Mar 2010 21:14:41 -0700
> Mark Wedel <mwedel at sonic.net> wrote:
> 
> > On 03/19/10 11:24 AM, Brendan Lally wrote:  
> > > The following is a proposed addition to the crossfire protocol to
> > > enable the clients to show monster health bars.  
> > 
> >   Just a note, this was discussed several years back, and at that
> > time, there was concern that that 'gives away' information to the
> > player that perhaps should not be given away (how close a monster is
> > to death as an example, or fast regeneration).
> > 
> >   I don't know if we still consider that a concern or not - I know
> > lots of other games show something similar, but is something I
> > thought I'd mention.  
> 
> The overriding principle I have been working to is that what should be
> presented is information that the player's character may reasonably be
> expected to infer from looking at a monster, so if there is something
> that has a direct visible effect on a monster, then the character
> would know about it, so the client should, if there is no direct
> visible effect, then the character won't know about it, so the client
> shouldn't either.

Thus why I'd say it should be allowed, but with map-specific override
allowed. This also makes me wonder if the bar could change color or
something to represent an "indeterminate" state that a map/script could
set.

Alex




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