# Reduce player's health #1473

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opened this Issue May 21, 2013 · 5 comments

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### edisonout commented May 21, 2013

 It's so high, it is pretty much impossible to die before you reach the turkey boss. Holding down right & only jumping for pits I can get to the end of village forest 1 without dying. Given the fact I also passed half a dozen save points which restore health, the only way enemies can kill you is rebound off a fish and land in the water. I propose we reduce player's max health from 20 down to 6 or 8. From a quick glance, it seems the most damaging enemies are turkeys (with 3 damage) and manicorns (with 4 damage) so with a max health of 6, it would still take two hits from them to kill you and you'd have to run into 6 acorns to die in the forest (which is still pretty impossible).
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### kyleconroy commented May 21, 2013

 I agree, the player's health should start low, and then increase as the game progresses via found heart containers.
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### edisonout commented May 21, 2013

 When changing player's health we also need to consider that at some point down the road, there will be health potions along with armor to reduce damage. I'm not sure how you're imagining increasing health, but surely an enemy with damage 4 when you have increased max health is no more damaging than the enemy with damage 2 earlier in the game? (Obviously depending on how much you intend to increase health by).
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### campadrenalin commented May 22, 2013

 Possibly a little off-topic, but idea for the math behind armor. Every hit to an area is divided up into "armor impact" and "player impact". Armor impact decreases the life of the armor, player impact decreases the life of the player. So the quality of a piece of armor is essentially two variables: A) what percent of abuse the armor absorbs for you, and B) the total life of the armor. We can call those "effectiveness" and "durability", respectively. If we wanted to make some armor (for example) impervious to magic, we could simply break out effectiveness by "thing it's effective against." For an aspect of randomness, on every hit we randomly divide the damage between parts of the body. Torso, Arms, Legs, and Head. So if you were well-armored on your torso, but didn't have a helmet, then a heavy hit primarily to the chest would be absorbed by the armor, leaving your virtually unscathed, but another hit by the same enemy could do serious damage if it focused on the head. Between these two aspects of gameplay, I don't think we'd need potions that extend the max life of the player. Just refill potions. It also encourages us to be more fine-grained with damage, setting max HP and enemy damage higher to express more range and subtlety in the damage dealt by the environment. On Tue, May 21, 2013 at 2:04 PM, edisonout notifications@github.com wrote: When changing player's health we also need to consider that at some point down the road, there will be health potions along with armor to reduce damage. I'm not sure how you're imagining increasing health, but surely an enemy with damage 4 when you have increased max health is no more damaging than the enemy with damage 2 earlier in the game? (Obviously depending on how much you intend to increase health by). — Reply to this email directly or view it on GitHubhttps://github.com/hawkthorne/hawkthorne-journey/issues/1473#issuecomment-18240744 .
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### didory123 commented May 22, 2013

 @kyleconroy @edisonout @campadrenalin I'm honestly not sure how I feel about heart containers, it sounds way too cave story-ey. We already have checkpoints that fill your health, armor to reduce your damage, and potions to revive some of your health. I propose just having certain equipment that give you a max HP boost, if we indeed are trying to emulate zelda and have equipment that give you extra skills. I feel like we're going way too easy on the players.
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### kyleconroy commented Oct 26, 2013

 @edisonout If you'd like to reduce the health of the players, open a pull request with the amount you think it should be. We can then play test that and decide if it's a good idea.

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