Hi,
I'm making a 2 to 4 local multiplayer game, and run into a recurring problem that I'm at loss with: Players do not understand (or rather I can't find a way to explain well) their current health and which weapon they picked up.
What I already haveThere's a minimalistic UI to keep score, and I tried showing the weapon pickup there but it's useless as most of the time players are focusing on their character. Also there is a lot happening on the screen all the time, and that makes it harder to get a person's attention towards graphical feedback.
Also there is the issue of not overcharging the visual zone around the characters. It already has the remaining ammunition count around itself with little sticks (this feedback works fine)
There are generic sound effects but specific sound feedback
could work for 2 players, but for 4 it can get messier.
Here's a screenshot to give you the general idea:
So the main problems are...
Health feedbackFor games with insta-death (Nidhogg, TowerFall, Samurai Gunn, etc.) this is not an issue, but I think insta-death wouldn't work on my game for several reasons, including the amount of hazards and the general aesthetics (bleeding to death)
What I've already tried is making the characters blink red (faster for less health) together with a skull roughly 2x the size of the character gradually appearing behind it when you have less than half the total health.
Nobody gets it
Power up/Gun pickupThey show up in the UI for some seconds. But it's "far" from the players' line of sight.
A proposed possible solution would be to make the characters bigger, or maybe even just the guns comically disproportionate and big.
I'd appreciate any advice, ideas and/or examples from other games that do it right.
Thanks.
-Martin