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🩺 Health — What This System Does (and Doesn’t Do)

This page explains what the Health system is responsible for and what is intentionally left to you.

No code. No implementation details. Just boundaries.


✅ What Health does

Health is responsible for:

  • Tracking current health, maximum health, and dead/alive state
  • Applying damage through a controlled damage pipeline
  • Applying healing through a controlled healing pipeline
  • Handling damage rules such as armor, crits, affinities, team checks, clamps, and multipliers
  • Handling heal rules such as anti-heal, low-health boosts, and healing modifiers
  • Supporting shields through shield interfaces and preview-capable shields
  • Supporting damage previews and heal previews for UI, AI, and decision systems
  • Managing death, revive, and optional before-death interception
  • Supporting optional invincibility, regeneration, DOT, HOT, and combat-state helpers
  • Emitting events for UI, VFX, SFX, analytics, and gameplay systems
  • Providing health snapshots for save/load systems
  • Supporting optional authority checks before mutation

👉 In short:

Health owns the lifecycle of health mutation and health state


❌ What Health does not do

Health intentionally does not provide:

Persistence

  • No save files
  • No cloud sync
  • No automatic save/load

Health can provide snapshots, but you decide:

  • when to save
  • where data is stored
  • when to restore
  • how snapshots are versioned

Networking

  • No replication
  • No prediction
  • No rollback or reconciliation
  • No server/client state sync

Health supports authority checks, but you must implement:

  • server authority
  • ownership rules
  • state synchronization
  • multiplayer correction behaviour

Authority Rules

  • No built-in multiplayer authority model
  • No automatic ownership system
  • No networking framework dependency

Health can ask:

👉 “Is mutation allowed?”

But your project decides:

👉 “Who is allowed to mutate this health?”


Combat Design

Health provides damage, healing, shields, rules, DOT/HOT, regen, and lifecycle hooks.

It does not decide your game’s combat design.

You own:

  • damage formulas
  • balancing
  • team/faction rules
  • enemy AI decisions
  • ability logic
  • weapon logic
  • status-effect design
  • encounter tuning

UI / UX

Health emits events and exposes readable state.

It does not own your final UI.

You own:

  • HUD layout
  • boss bars
  • floating combat text
  • damage numbers
  • hit indicators
  • death screens
  • player feedback

The included UI connectors are convenience helpers, not a full UI framework.


Animation, VFX, and Audio Direction

Health includes hooks and optional helpers for death, healing, damage, VFX, SFX, and animation triggers.

It does not define:

  • your animation controller
  • your death presentation
  • your sound design
  • your VFX style
  • your camera feedback
  • your hit reaction system

Those are game-specific presentation layers.


🧠 Responsibility Split

Responsibility Owner
Current / max health state Health
Damage application Health
Healing application Health
Damage and heal rules Health
Shields and shield previews Health
Death / revive lifecycle Health
DOT / HOT ticking helpers Health
Regeneration helper Health
Invincibility helper Health
Health snapshots Health
Save/load system You
Networking You
Authority rules You
Combat balancing You
Ability / weapon design You
UI / UX You
Animation / VFX / SFX direction You

🧩 The Mental Shortcut

If you’re ever unsure:

  • “What happens when health changes?” → Health
  • “How is damage or healing evaluated?” → Health
  • “Can shields, rules, or lifecycle hooks affect it?” → Health
  • “When and where is health saved?” → You
  • “Who is allowed to mutate health?” → You
  • “How does multiplayer sync this?” → You
  • “How is it shown, animated, or balanced?” → You

🎯 The Point

Health is designed to be:

  • Predictable
  • Modular
  • Explicit
  • Adapter-friendly
  • Safe to extend through public seams

It gives you:

👉 a reliable health mutation and lifecycle engine

It does not try to be:

👉 your entire combat system


TL;DR

Health owns health state, mutation, rules, shields, and lifecycle.
You own persistence, networking, authority policy, combat design, and presentation.