Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.
Posted: Sun Jan 22, 2017 2:04 am
Let's get the original completed prior to talking about #2.nyktos wrote:i like that you're talking about sequels!![]()
Roguelike RPG on Android
https://www.andorstrail.com/
Let's get the original completed prior to talking about #2.nyktos wrote:i like that you're talking about sequels!![]()
Thumbs up on that! There is a huge amount of work yet to be done for the original. Feygard, Nor City, in particular. Much more beyond that!Antison wrote:Let's get the original completed prior to talking about #2.
this, indeed, is a unique project.rijackson741 wrote:But imagine if that were all completed! Wow! AT would have hundreds of hours of game play, and all for free! A really unique offering on Android!
Ranged weapons, or fleeing monsters?Voom wrote:I would love to see it in the first AT,
^^Agreed! Well said point!rijackson741 wrote:Ranged weapons, or fleeing monsters?Voom wrote:I would love to see it in the first AT,
Ranged weapons would fundamentally change the game. Every map currently has safe places to stand. In some maps they are only where you switch maps. but in other maps there are more such places. Ranged weapons would allow you to stand in such places and kill anything that came into range with complete impunity. That's why twirlimp made it so that monsters can chase you. However, that applies to all attacks, which makes fleeing impossible (unless you manage to flee to another map). I am against any change that would so fundamentally change combat, and thereby possibly nerf a lot of players builds.
Let's rethink the fleeing dilemma. Sure, any monster can chase you, but once char is in melee combat why wouldn't you be able to flee? The act of a successful flee moves the char a spot away. Doesn't this give you enough time to move away further? If not, we can just reset the aggression after a successful flee.rijackson741 wrote: Ranged weapons, or fleeing monsters?
Ranged weapons would fundamentally change the game. Every map currently has safe places to stand. In some maps they are only where you switch maps. but in other maps there are more such places. Ranged weapons would allow you to stand in such places and kill anything that came into range with complete impunity. That's why twirlimp made it so that monsters can chase you. However, that applies to all attacks, which makes fleeing impossible (unless you manage to flee to another map). I am against any change that would so fundamentally change combat, and thereby possibly nerf a lot of players builds.
Yes, sure you can move again. But where to? You would have to flee to another map, whereas on many maps there are currently safe spots, and even more semi-safe spots where a monster can get next to you, but cannot move onto your square. If you allow the monsters to chase you anywhere on a map the whole game would be harder, and fleeing and Evasion would be much less useful.Voom wrote:Let's rethink the fleeing dilemma. Sure, any monster can chase you, but once char is in melee combat why wouldn't you be able to flee? The act of a successful flee moves the char a spot away. Doesn't this give you enough time to move away further? If not, we can just reset the aggression after a successful flee.
No. They are there for a reason. You can enter a new map without fear of being immediately mobbed. You can also stand and survey the new ground and monsters to see what you want to do (including looking for what might be safe spots). If you cover every map from edge to edge with spawn area that would change the nature of the game completely. And if we did do that then there would really be nowhere to flee to, not even another map.Voom wrote:Concerning the ranged impunity thing, couldn't we just expand the area layer using Tiled to account for such spots of impunity?