Original Questions
The narrative for the level is a dungeon crawl, defeating weaker enemies with a goal of reaching the boss
1. Using the placeholder floaty text and your imagination, how well do you think the enemy waves, encounter rooms, and bosses are spaced out?
2. The encounter, boss, puzzle and trap rooms lock the player in until a specific task is completed. What do you think of the room 'lock-in' game mechanic?
3. For the explaration aspect of the dungeon crawl, do you think the dead end/alternate paths help? Do you think this aspect should be expanded on? (more paths/extra rooms)
Peer 1 reply
1.A. You have got a good amount of enemies and encounters in the map, but it feels like you have got too many in your game. The encounters you a have got are nicely spaced out, but you have added too many wave between them. I think one or two should be enough.
2.A. The lock-in game mechanic is a great idea to have in the game. It will force the player to complete this task, so they can move to the next part of the game.
3.A. From an exploration point of view there are a lot of paths the player can take and explore. Considering that is is based in a dungeon, there is not much to actually look at, but one thing you could do is to maybe add a sewage system. Like for example adding in some water at places. This will help with the visual appearance of the map.
Peer 2 reply
1 - Corridors are reasonably spaced out and sized especially based on the current speed of the character (no need for toggle etc, specially when you combine this with AI to fight)
2 - Good idea, how do you intend to use these properly? Quick idea is that some tiles on the floor are loose and / or slightly raised. Stepping on these traps you in. Perhaps you start the dungeon with so many throwing daggers (bow/arrow etc) and if you get trapped you throw them at a lever on the wall which frees you? Failure to have any daggers is part of the challenge and renders you aging very quickly (kinda like our character blueprints!)
3 - Seems absolutely fine, as mentioned in other areas though lots of potential in a dungeon crawler!
Good luck!
My Response
I think personally that the number of minion waves is quite balanced, as I intend these to be relatively weak enemies that the player just cuts through to reach the next major encounter.
I'm glad the lock-ins have been well received, and I like the ideas generated in the second set of replies. These can go on the potential additions list.
For this blockout I haven't added in the set dressing or clutter, as I am just getting the main flow of the map down. This is going on the list though to add at a later point.
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