Damage numbers that stay readable when a fast attack hits ten times
Every hit spawning its own floating number turns a fast weapon into an unreadable pile. Merging the numbers helps, but a number that keeps merging never floats away, and a critical hit gets lost in the sum. Here is a design that stays clear.
Why this works
A reader can take in one number at a time. Joining quick hits into one running total keeps the screen clear while still showing the whole damage, and a limit on its life makes sure the number always floats away and does not hang there.
When not to use it
Do not merge when each hit is itself the information, as in a game about timing single strikes or exact numbers, or when a different kind of damage needs its own colour. Show every number, but spread them out so they do not overlap.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 40 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Damage numbers that stay readable when a fast attack hits ten times" (read_entry damage-numbers-that-merge-rapid-hits) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP