Thread:Willbachbakal/@comment-26815373-20161225053323/@comment-1330314-20161226213228

Re: different colored shields, and different health bar indicators, I think they should be used sparingly: Grey Health is a mechanic of its own, and displays lost health that can be recovered in some form, and Kled's double health bar is a mechanic that will likely forever be confined to him, unless we end up with another mounted-unmounted champion. It's technically just a big shield, and as such should normally be colored gray, but since it's tied to a lot of unique effects, it's likely colored differently from normal shields to provide better indication.

For other shields, though, the color is a reflection of what damage types it blocks: gray is for universal shields, and technically mirrors true damage, and purple is for shields that only block magic damage, e.g. Black Shield or, which is also the color of , so physical damage-only shields should technically be the color of , i.e. yellow/gold. Because of this, I'd avoid a gold color for Spelljack!, unless you intend on also making the shield block only physical damage. Indicating spell immunity is trickier, and there is currently no standard for persistent immunity (Black Shield just has its own graphic, just turns  red, etc.). If you plan on making the shield work as an actual spell shield, though, the standard is to have a blue bubble on your champion, as per and.

As for implementing stealth game lockpicking, that is definitely an interesting idea, and one I think could be implemented. One thing to note, though, is that all of the games you bring up are singleplayer, which have their own rules: the player can take as much time as they want, they can reload a save if they fail, and they're usually trying to unlock an inanimate object, rather than a moving, aware entity.

A possible way of going about this could be to implement a mini-game similar to : for example, enemies would have a "tumbler" on one of their sides that Imoen could trigger with a basic attack, which would reveal another "tumbler" on a random side of theirs that Imoen could then trigger again, until the final tumbler "locks" the target. Another possible implementation could be something more akin to rotating a lockpick: for example, Imoen's first basic attack would insert her key into her opponent's lock, and would reveal a dial around the target that she'd have to move around in order to lock them, so Imoen running a circle around her target would be like turning the pick in a lock.

Let me know how Imoen goes! I really like her, and I look forward to seeing how you'll evolve her kit.