In a game I am working on, the goal is to gather a specific percentage of some limited resource. Additionaly, players can shoot each other, resulting in a permanent loss of some amount of this resource. The game is played in split-screen, meaning that all two to four player cameras are rendered on the same screen. This allows some shared visualization.
My question is how to visualize this element of the game.
One method would be to add a progress bar to each player viewport which shows the amount of resources he has collected and some indicator on how much resources he still needs to collect.
When a player is shot, the targeted player looses some of the resources. His "collected" bar decreases. In addition, since the resource is permanently lost, the "goal" changes for all players (since it is a percentage of all resource which is still in the game). Therefore, the "goal" bar moves to the left for all players.Since the first method has some redundance in it ("goal" bar for every player), a second method I could imagine is some visual in the center of the screen which overlaps a corner of every player screens.
Again, the "goal" is represented by the green line. When a player collects some amounts of the resource, his quarter circle radius increases. When the green line is reached, the game is won.
This method would reduce the redundancy of having a seperate goal bar in every player screen; however, the positioning of this UI element is somehow restricted. In the first case, the progress bar could be positioned to a prominent area, while this method requires it to be in the corner of the game screens which the players focus.
How can I achieve a result which can be read fast enough, without having much UI on the player's screens? (it's a fast game, so it has to be some progress bar - not a simple number; and it's only necessary to see "oh, I'm nearly dead" or "hurry up, I only need some tiny amount of resources to win" instead of seeing the difference between 48% done and 53% done)