🩺 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.