Just a game design question really:
I recall a few videos ago @sampattuzzi decided not to show the damage delivered by the killing blow (by putting the call to takeDamage.Invoke(damage)
only in the not-yet-dead side of the comparison in Health.TakeDamage()
). At the time I wondered why, but now this subsection is complete I’d really like to understand the reasoning behind this game design decision.
Watching the video, when the enemy dies, and its health bar disappears, it’s pretty obvious that it died, but why wouldn’t a player want to know that they scored damage on the enemy? Imagine encountering an enemy that is only one hit away from death - if the player hits it, there’s no visual representation of any damage, even if it was a huge amount - they just die.
Just curious really - seems a little unusual to me so I’d like to understand why that decision was made.