Looks really nice, by visual blood do you mean like call of duty? If so dang it...
Yes, pretty much exactly. Basically, as you take damage, the screen gets "bloodier" until it starts to "crack." Once it gets to the cracking point, you're just about done for.
We just didn't want any of the standard numeric ways of seeing how much health or mana you have in-game, so we're using a few different methods of doing things. (Marc is going to release a number of the custom scripts we're using, by the way, if anyone wants any of them.)
By the way, something not shown in any of the screenshots is that character graphics
also change based on the amount of damage that's been dealt to them for both enemies and allies, so you can also keep track of the health of your allies by watching and healing them when they're visibly wounded or when a message comes across the banner to alert you that their health is getting low. Enemies will also start defending more and run away when their health gets low.
Honestly, though, a lot of the design choices are because the game focuses almost entirely on a single character. So really, he's the only one who has an inventory you can access, equipment you can change, and he's the only one you can control in combat. The other members of your party are entirely AI-controlled. That's why Marc originally started modifying the VTP ABS: the ally and enemy AI was too simplistic, and there were just too many features sucking up processing power that we weren't going to use for the game we're making.
They all Look so good :3
Awww, thank you. :3 We should probably post some of what it looks like with all of the fanciness disabled for good measure, though. (We still think it still looks
preeetty good, by the way.)