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malhavok
malhavok

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Writing monster encounter tables is boring

Just 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:

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.

Have 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


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