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Game development glossary

Damage numbers

Damage numbers are the figures that pop up when a hit lands, showing how much damage it did and to whom.

Also called floating damage numbers, damage text, combat text.

Damage numbers seem simple, but in a fast fight with several enemies they can turn into a blizzard of digits nobody reads. A few rules keep them useful: a glance should tell you how hard you're hitting, who got hurt and how close something is to falling.

What makes damage numbers readable?

Whole numbers, big enough to read at a glance. Rapid hits on one target merged into one number that ticks up, so a combo reads as a total. Colours that say who was hurt. And numbers from different targets kept apart, so they never land on top of each other.

Damage numbers in Mytheria

Damage is always a whole number and every hit does at least 1. Hits by the same attacker on one target within 0.6 seconds tick up a single number. Cream means a tree or rock, gold a creature, and red means you. A finishing blow or a hit of 25 or more is one size larger. Each new number takes the nearest free spot from a set of 13 around its target, and lives for 0.6 seconds in a 5 by 7 pixel font with a dark edge.

A combo on a hollowhorn in Mytheria: one gold number above it climbs 25, 51, 76, 89 and 100 as it falls The full post, with clips and demos Damage numbers in games: why whole numbers read better

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