Writing monster encounter tables is boring
Added 2019-06-05 16:37:18 +0000 UTCJust thought I'd share my pain with you.
One of the things I am improving in 0.12, aside from more quests, is a revamp of Abamond. The initial offering will be something like this:
- There will be random encounters each level
- There will be a boss encounter to pass from certain key levels
- There will be collectibles in Abamond that can be turned in for power ups at the curio shop in Port Royale.
- Some sort of mega reward for beating the boss on the 100th level.
The one thing I am struggle with right now is if I should draw the encounters on the map or not. Typically in a classic 'rogue like' the mobs and the fighting all happen on the map, but I'm somewhat against doing the latter because we have a nice combat UI that I'd like to leverage and combat skills I want to build out.
The other option is to do it like a JRPG - where you are traveling and the screen just goes 'ENCOUNTER!' and sends you to a screen. The key here would be to make the pacing not suck.
I'm still stewing this all over in my mind right now, trying to come up with something that I think will be a good compromise and overall enhance those caves. Just thought I'd share!
Mal
Comments
Yup, thats pretty much where I ended up. You can see the monsters on the screen and if you get within a square of them, then they force an encounter. Defeating them or running away from them removes them from the map.
2019-06-20 15:44:00 +0000 UTCHave you considered doing it like pokemon, where there are monsters on the map that force an encounter when they see the player (straight line) and/or having tall grass type areas where random encounters happen as well? Both would trigger going to the existing fight screen. Just a thought.
Ian W
2019-06-20 15:33:47 +0000 UTC