![]() Many routines have been optimised for speed. The random seed is now properly initialised using the frame counter the moment the player presses the Start button, instead of having a fixed value and thus producing the same sequence of pseudo-random numbers every time. The intro credits have been compacted to fit into two screens instead of 5. Most colour palettes have been slightly altered to better fit the new tile and sprite graphics. I think the suggestion of making loot scale with the area makes perfect sense, and also works as an incentive for players to visit dangerous areas instead of grinding the same map over and over as they used to. But the result was players not levelling up at all until very late in the game since there was no reward for doing so. The reasoning was that Exodus is sending stronger monsters to fight you as you become stronger. When levelling up you would not get more powerful, but you would automatically meet stronger and stronger enemies that still all gave the same reward (a random amount of gold). Unfortunately though, all chests are the same and the only variables that is set when you open one is a pointer to the character opening the chest.īut now that you mentioned it, the ID of the area where the chest is is always in memory, so I could use that instead and have better loot in more dangerous areas such as dungeons.Ībout the rest of the level-scaling: when it was released, the game was extremely punishing just because of that. To put it in context: I initially wanted loot to depend on the enemy you got it from. That's a very valid point, thanks for the feedback. Or maybe a sophisticated random equipment (ranging according to the difficulty of the region, of the dungeon, etc.). ![]() If the rest of the game design is not about level-scaling, personnaly I would prefer completely random items, and no equipment, to avoid too impactful equipment loot. Is level scaling a thing in other parts of the game? I tend to dislike these kind of tricks in open worlds, as they make the world revolve around the player, à la Truman Show, instead of the player inside a world stranger to him.
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