This page is an analysis of DOOM in relation to the UI challenges described in 3D UI.
Monsters only have a modal visual state.
The primary modes demonstrated with dedicated monster sprites are:
Additional modes that don’t need distinct monster sprites:
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Distinct audio cues are also used to communicate each of the above states.
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The only resource monsters have are health.
Health is not depicted.
Players need to keep track of remaining monster health.
While damage has some randomness (both in terms of calculated RNG and incidental randomness—whether the full force of an attack hits a monster), within certain confines the amount of damage per weapon per monster is deterministic.
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While there are random factors to damage, the number of attacks required to kill a monster usually result in excess damage.
Killing a revenant with a super shotgun is a good example.
The super shotgun can kill a revenant in two shots.
There are two factors that affect the damage of the super shotgun:
The super shotgun RNG deals 175 - 245 damage, while the revenant has 300 health.
That means two shotgun attacks deliver a range of 350 - 490 damage.
That provides a minimal miss buffer of 50 damage.
So even if some of the shotgun pellets miss the revenant, the player can afford 50 damage worth of missed damage and still kill the revenant in two shots.
Depending on RNG, the maximum tolerance for missed damage is 190, with an approximate average of 120 (I don’t know whether the damage equation is linear).
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