so far, i have gather different ways game indicate breaking in an voxel game, i am not sure which one to use for my game.
first off: we got the classic minecraft:
![Unknown](//devforum-uploads.s3.dualstack.us-east-2.amazonaws.com/uploads/original/5X/6/7/2/6/6726d736048b978a20efd22ab2743e1489a294b5.jpeg)
secondly, color gets darker (arms of solitare)
thirdly, by easy.gg, an health bar appears on top of the block
and lastly, an gui appears on top of the player’s screen (booga booga)
which one on the list, if any should i use?
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Typically the first one will be enough to convey information, but it also depends on the functionality of what is being broken. If it’s something that takes a long time to break, or serves an important purpose (i.e. like a castle door in a castle siege game) it should use a health bar that can easily be seen (purposefully minimal text.) But if your game only really one person needs to know how much the block is broken, you could just use the first option.
You could honestly use both the first and third options, as they can work together.
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my game is a large pvp voxel game, where building is an pretty important aspect, so i want to do it right.
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You might want to use both then! But it should be dependent on what is being broken.
Important voxels should use BOTH progress bars and breaking indicators.
Regular, less-important voxels should just use breaking indicators.
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i am worried that it would be distracting, having two things moving at once.
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there is also the problem of atmosphere, i wouldn’t really make sense to have a cartoony breaking animation in a dark and foggy wasteland setting
my game’s atmosphere is based on “the w” game on roblox