Player Health

Originally the plan on health control was to simply decrease player wealth. This proved to be somewhat anticlimactic because you really did not notice when things were going wrong. If you had a lot of money it was almost unknown that you were hurtin'.
Each of the attacking bots cause player damage if they can collide with the player. I really had no indication of this or the damage being inflicted. In most games it is usually a visual and audio appearance of bloodshot eyes and a strong heartbeat. In one of the other topics I mentioned that the player object came with a screen fade which would fire when the game started, which to me worked well with the premise of waking up in the morning in your home office but I disabled it. This was mostly due to the fact that during development it was a few seconds of wait time testing the game. Health Damage I knew right away that this is where I wanted to start. Adding an on/off bool, a timer and fade strobe interval easily solved this. If a player's health gets below X level it will activate. This causes a red screen strobe overlay and heartbeat. If health gets below Y level it increases. Hit Z level and the player zombifies, player movement is augmented or the player dies altogether. I quickly realized that this fade was also being initiated if you by chance passed through a wall to indicate you were out of bounds. I had to add a check to see if the damage was truly coming from an attacker or just your run of the mill alert. I did this by checking the collision object tag. Well actually, I am still determining how I want to handle Z level, but this certainly worked for what I wanted for now.