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>> No.446169 [View]
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446169

>>446012
I see, I think I can understand what you're saying, thanks for the reply so I'll try and flesh this out a bit more. Anybody here feel free to respond to this too by the way.

>there are tons of branches and dead ends

Is it OK if it's about encouraging exploration?
Like there are perhaps powerups, ammo or fights in certain areas? Or secrets?

>and yet you pretty much have to do things in a certain order to get anywhere

Agreed, this is why I like some things like "here's what you do to proceed, do it in any order".

>If you're going to make it a requirement to need EVERY single key and switch hunt possible, then break things into more wide-open, visible areas. That way it's easier for players to spot changes in the map

I see, I've got a sort of ''hub'' area that will clearly change in the map. I'm wanting to put monsters there too so it does not bore the player as he goes back there a few times and see's the same corpses. It might also be a bit of a suprise to find a new fight where he thoght he'd cleared or monsters appear behind him as he goes along (but im worried of being accused of being cheap on that tactic)

Sort of how like in the Seven Portals in Hexen there would be a fresh fight everytime you came back after doing something important.

>monsters that aren't dead are a sure sign that you should probably go in that direction.

Hah, I remember my dad saying that when I used to play ''marathon'' years ago. You're right too.
I want to have the path clearly marked but one thing I was thinking of is a sort of subtle marker, like there's a red pillar, or a yellow colored sector near a certain path as if to imply "this way leads to the red or yellow key"

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