I too use sword(dmg), shield(armor), heart(lives). I changed this from the original release, it's just much easier to understand. But my issue is more with visualizing the dmg in numbers. Explosions can damage opponents in a larger area, so the radius is important too.
Progress.

I completed a new boss. At least for now. It's a big black invincible slug and an annoying spider. You have to kill the spider, but it tries to run and hide behind the slug. The image is from testing and I think there are two spiders hiding. The lines are debug info, the yellow line is pointing to a position away from the robot.

Attachments were placed in the same distance around the Devader no matter how many there were. This could look quite ridiculous. With very few adaptations of the code, they are now distributed a lot better. But it's never that easy, the change made it obvious that the attachments were clipping right throw everything else...

It took some work, but I think it's a lot more believable. Not perfect, but good enough I think.

An issue I've been avoiding for a long time is the screen edge. The world simply ends there. It feels a bit cheap, so I decided to try to find a solution (You can never see the brown edge, this was an early test). I wanted something rocky, but my experiments in 3D just never made it very far. I was trying to work with particles/emitters but could not achieve what I was thinking of. I did not feel like I had the right tools.

To avoid getting stuck and doing nothing, I ended up programming what I was imagining in Devader directly. Just using red dots. It doesnt look like much, but it gave me a good idea of what I wanted. I was thinking of transfering this to blender in some way, or even Unreal (I installed it, but my PC is too slow I think).

In a sleep-less night I came up with another idea. Why render, if you can use other tech... I was really happy with this result that I came up within about 2 hours.

First visualization came out really nicely too, but placement and scaling was still off.

This is where my trouble started and why writing your own engine can be a bad idea... at least when the engine is a one trick pony built for exactly what I wanted at the time. I just could not figure out how to get my output offset and scaled in the right was. Took ages of digging and understanging old code, but I did eventually figure it out. Not a clean solution, I must shamefully admit, but I will never tough it again. Right?

Pretty happy with the result


As the edge is no longer straight, I created a minimalist editor controlled with shift+key and the mouse cursor. I added hidden objects to resemble the shapes of the rocks approximately.

Building in the top can now be seen at full height and are no longer just chopped off.

Still some visual issues at the bottom I will need to solve...