Overworld Design #1
It's been a good while since I last posted a devlog, and I've taken the time to think a bit more on what I want the final game to be like.
The Overworld:
I've played a few PRG Maker games, and one of the main thing's that always bugged me was randomly encountering an enemy walking through an area and suddenly having a battle forced on me. A few games worked around this problem by having most/all enemy battle enocunters be triggered when touching/interacting with them.
The level design should give some option to either fight or pass (giving players the opportunity to grind or not) instead of just endlessly throwing monsters at you, or if you're at a high enough level avoid grinding through previous areas.
For now I'll have enemy encounters switch to a battle screen, if I can figure out a good way to do it I'll have there be no separate battle screen, and have exploration and battles switch seamlessly.
Exploration-wise I'll stick to the old high powered enemies blocking your path to loot, or the off road path that leads to loot.
I should probably change the name from RatBasher, on my build of the game I removed all the rats.
Files
Work Ethics
Status | Prototype |
Author | preggy |
Genre | Role Playing |
More posts
- A BETTER way to make a RPG Turn Queue: How-To Techlog #1Jul 16, 2021
- Tech Work #3: Old Habits Die HardMay 24, 2021
- Technical Working 2: Electric BoogalooMay 21, 2021
- Technical Working #1May 21, 2021
- Spaghetti code and badly drawn ratsMay 20, 2021
- First devlog and some thoughtsMay 18, 2021
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