Show one damage number for a shotgun blast instead of nine
Every pellet pops up its own little number and the screen turns to confetti. Adding them up is easy, but the way you decide which hits belong together decides whether the number appears on time or never at all during long fire.
Why this works
The player wants to know what one action did, not how it was counted inside. Joining hits that belong to one action into one number reads like a single event. Starting the clock at the first hit makes sure the number shows up on time, even in a long stream of fire.
When not to use it
Skip it when every single hit matters to the player, such as a game about chains of small hits, or in a game that shows no numbers at all. Then show each hit, or let the health bar speak alone.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 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 "Show one damage number for a shotgun blast instead of nine" (read_entry merge-pellet-damage-numbers) 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