So far while building, all death and battle mechanics have
worked on an 'Instant Kill' rate. Once the player hits the enemy, instant
death. While this does work and a game can be built around it, it becomes
frustrating in the long run. Implementing a health system allows the player to
incorporate more strategic methods of play, as well as providing a wider variety
to enemies in terms of strength.
The concept of Health points, or Hit points, can be traced
back to the veritable Dungeon &
Dragons [Arneson & Gygax, 1974]. Created
by Gary Gygax and Dave Arneson, the concept of Hit points was created when
porting Gygax's earlier Chainmail [Gygax
& Perren, 1971] rules to the then unfinished Dungeon & Dragons. "It would be
Arneson's Blackmoor campaign that first tossed out the "either/or"
combat matrix of the original game, adding in innovations such as 'hit points'
to determine how wounded a character was and the idea of advancing levels and
experience points to indicate growing power." [Rausch. 2004].
- Arneson, D & Gygax, G. [1974] Dungeons & Dragons: Rules for Fantastic Medieval Wargames Campaigns
Playable with Paper and Pencil and Miniature Figures. TSR, Inc., Wisconsin.
- Gygax, G & Perren, J. [1971] Chainmail: Rules for Medieval Miniatures. TSR, Inc., Wisconsin.
- Rausch, A. [2004] Dave
Arneson Interview. August 19th. [Online]. Gamespy. Available from: http://pc.gamespy.com/articles/540/540395p1.html
[Last Accessed: 26/04/16]
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