#Missing-health heart drops
32 messages · Page 1 of 1 (latest)
I feel like you could make multiple sets of conditions for anything, really: "full health/not at full health", "two hearts or less/more than two hearts", "half a heart left/more than half a heart" ...
I'm sort of imagining this sort of ... "container" kind of thing you could put at an enemy, with different "slots" which can contain different things depending on the player's health when it's fired.
Hm. Multiplayer's a thing, though -- it'd probably need to be either "whichever player defeated this enemy/smashed this pot/etc" or "whoever has the most/least health".
yeah true. biggest point of my initial suggestion is it needs to be able to exist alongside other conditions.
Ah, yes!
it can't be exclusive like an enemy that triggers a shape on death XOR drops a heart if your health is low
True!
I'm imagining, like ... an invisible pot which you can put inside an enemy or container.
hmmm that might work
And it automatically "opens" when you enter the room for the first time, or defeat the enemy/break the bush.
And otherwise behaves just like "the item spawned in based on a condition".
Or, wait ... if you spawn based on a condition, it behaves like the item itself spawned, otherwise it behaves like the item is there/was dropped.
... and now I'm imagining, like, a Left 4 Dead-style Horde of enemies ...
that wouldnt solve the issue at all tho it would just bring a new one
by overputting too much hearts
so basically you wouldnt die in a dungeon
Wouldn't it be simpler to give hearts spawned from containers a time limit?
So they last a few seconds and then blink out of existence
You can't keep them for later and max hp players won't be able to use them
also we have spawner
maybe.. though it does suck when you end up missing a heart because you didn't get to it fast enough.
good points though. this is a weird problem
maybe when leaving the room then?

honestly idk.. I'm just waking up now lol. I'd like to have a lot more options in general but I wouldn't want anything that makes items unreliable so that's a tough balance. really I got this idea just from playing A Link Between Worlds cause I remembered that basically every Zelda game drops hearts from enemies if you're missing health, and rupees if not.
actually because of that fact I'm not so sure I understand Lugia's point. it's always going to be a balancing act on the part of the maker, but I feel that Zelda games tend to feel better more often in terms of health drops compared to a lot of QM dungeons. in this game it seems like people either fail to add enough hearts or add too much, and that's also dependent on player skill. I still think a health-checking heart would address that directly. still dependent on player skill in a way, but eases the design process for makers a bit.
is that wrong?
no I get what you mean, but it's kinda hard to solve
we also don't have anything like rupees to serve as a replacement 🤔
yeah
(also I'm now realizing this would only work for enemies, since you can just not destroy a healing pot and leave it for later)
if we get that score system that was requested, it'd be good to have that as an alt drop
well.. that's a problem with pots in general 😅