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Health: Difference between revisions

From Axiom Verge Wiki
KosnIre (talk | contribs)
Adding categories
Tag: categoryselect
Added a new section and touched up the health bar sync bit.
 
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[[File:Health.png|thumb|220x220px]]
[[File:Health.png|thumb|220x220px]]
==Description==
Most enemies and all bosses in Axiom Verge leave behind red sparkling health restoring particles when destroyed or killed.  The amount left behind is equivalent to the hit points that enemy had.  Each particle contains either 2 or 8 health points.
Most [[Bestiary|enemies]] have a 15% chance of dropping '''health''' when destroyed.  Those that differ are noted in the infobox on their page.
When [[Trace]] is close, the health particles float toward him and are absorbed.
[[Trace|Trace's]] maximum health can be increased by 100 by collecting [[Health Node|Health Nodes]] (these will also restore his health) or 5 [[Health Node Fragment|Health Node Fragments]].  [[Trace]] starts with 200 '''health'''.  By collecting all the [[Health Node|Health Nodes]] and [[Health Node Fragment|Health Node Fragments]] possible in the game (including those in the 5 [[Secret World|Secret Worlds]]), [[Trace]] can have a total of 1600 health.


==Description==
===Synchronization===
Most enemies and all bosses in Axiom Verge leave behind red sparkling health restoring particles when destroyed or killed.  Some enemies, particularly near the beginning of the game, are more likely to leave them when destroyed than others.  The amount left behind is usually proportional to the size of the enemy or boss.
 
A honestly, very cool feature is the health bar’s sync in the game. The white interlaced pattern of the health bar is actually synchronized with the BPM (Beats Per Minute) of the music track that's playing in the game. For instance, the track "Apocalypse" has a BPM of 120, this means the interlaced health bar will be at 120 BPM and the beat plays when the white pattern reaches the end of the health bar. Furthermore, this also happens in the Oxygen meter when Trace is submerged in a liquid or the Drone's health. The low health alarm sound will play when Trace or his Drone is at 1/8 of their health (rather than a set value like 30 in most Metroid games.) Naturally, this applies to every song in the game.


When Trace is close to them, they float toward him and are absorbed.
The waveform for the alarm is a Square Wave with a note frequency of 880 Hz or the musical note being A5. This idea is probably a reference to the stickers that say: "Music is life. That's why our hearts have beats." Still though, this gotta be one of the neatest implementations in AV.
[[Category:Gameplay]]
[[Category:Gameplay]]

Latest revision as of 05:10, 16 March 2025

Description

Most enemies and all bosses in Axiom Verge leave behind red sparkling health restoring particles when destroyed or killed.  The amount left behind is equivalent to the hit points that enemy had. Each particle contains either 2 or 8 health points.

Most enemies have a 15% chance of dropping health when destroyed. Those that differ are noted in the infobox on their page.

When Trace is close, the health particles float toward him and are absorbed.

Trace's maximum health can be increased by 100 by collecting Health Nodes (these will also restore his health) or 5 Health Node Fragments. Trace starts with 200 health. By collecting all the Health Nodes and Health Node Fragments possible in the game (including those in the 5 Secret Worlds), Trace can have a total of 1600 health.

Synchronization

A honestly, very cool feature is the health bar’s sync in the game. The white interlaced pattern of the health bar is actually synchronized with the BPM (Beats Per Minute) of the music track that's playing in the game. For instance, the track "Apocalypse" has a BPM of 120, this means the interlaced health bar will be at 120 BPM and the beat plays when the white pattern reaches the end of the health bar. Furthermore, this also happens in the Oxygen meter when Trace is submerged in a liquid or the Drone's health. The low health alarm sound will play when Trace or his Drone is at 1/8 of their health (rather than a set value like 30 in most Metroid games.) Naturally, this applies to every song in the game.

The waveform for the alarm is a Square Wave with a note frequency of 880 Hz or the musical note being A5. This idea is probably a reference to the stickers that say: "Music is life. That's why our hearts have beats." Still though, this gotta be one of the neatest implementations in AV.

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