#Missing-health heart drops

32 messages · Page 1 of 1 (latest)

merry siren
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Rather than logical conditions, a type of heart or property for hearts that makes them drop for the player only if they're not at max health already. This would help with managing dungeon difficulty a lot imo. I'd put hearts in more enemies if I could just make sure they can't leave a trail of hearts for later.

quiet hare
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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" ...

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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.

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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".

merry siren
quiet hare
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Ah, yes!

merry siren
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it can't be exclusive like an enemy that triggers a shape on death XOR drops a heart if your health is low

quiet hare
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True!

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I'm imagining, like ... an invisible pot which you can put inside an enemy or container.

merry siren
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hmmm that might work

quiet hare
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And it automatically "opens" when you enter the room for the first time, or defeat the enemy/break the bush.

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And otherwise behaves just like "the item spawned in based on a condition".

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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.

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... and now I'm imagining, like, a Left 4 Dead-style Horde of enemies ...

cold venture
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that wouldnt solve the issue at all tho it would just bring a new one

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by overputting too much hearts

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so basically you wouldnt die in a dungeon

tepid willow
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Wouldn't it be simpler to give hearts spawned from containers a time limit?

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So they last a few seconds and then blink out of existence

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You can't keep them for later and max hp players won't be able to use them

cold venture
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also we have spawner

merry siren
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good points though. this is a weird problem

tepid willow
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maybe when leaving the room then?

merry siren
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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?

tepid willow
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no I get what you mean, but it's kinda hard to solve

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we also don't have anything like rupees to serve as a replacement 🤔

merry siren
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yeah

tepid willow
merry siren
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if we get that score system that was requested, it'd be good to have that as an alt drop

merry siren