Hero: The Realm (Mezzmer's Worklog)
Better code. Enemy improvements and looting!
Ok so the past few days have seen a lot of repairing up bad code, particuarly in the Main Menu part of the source.
The game itself, does seem a little boring or placid perhaps? I was thinking of perhaps some more character animations for the enemies, such as projectiles for the Ogres (a new inclusion of enemy).
The main thing is, you can jump over most enemies quite safely, and power through a level. On the basis you must engage in combat I am going to set a reward of loots (or drops) from the enemy, discussed earlier in the worklog.
You can (and usually will get) drops of a gold piece. Another type of drop is a power up icon, which sets the Hero's sword glowing/blinking. This increases the power of attack by taking 2 hit points from the enemy per strike. This power is instantly lost if an enemy attacks the Hero.
The third drop is a red heart shaped icon, that when collected, heals (adds to your life points).
This additions should make the game play more exciting, and produce more aims for the player in gameplay terms. For example, the coin drops have an animation of a bouncing coin, which can spin away or towards the player, but fade out and are lost if not collected. If an enemy is obstructing a coin, you will want to kill the enemy fast to get the coin.
The same fade away (timing out) will happen with heart and power-up icons.
This all should improve gameplay and fun levels, it will look quite cool too!
On another note I still am still standfast in my decision to NOT INCLUDE NPCs!
The game itself, does seem a little boring or placid perhaps? I was thinking of perhaps some more character animations for the enemies, such as projectiles for the Ogres (a new inclusion of enemy).
The main thing is, you can jump over most enemies quite safely, and power through a level. On the basis you must engage in combat I am going to set a reward of loots (or drops) from the enemy, discussed earlier in the worklog.
You can (and usually will get) drops of a gold piece. Another type of drop is a power up icon, which sets the Hero's sword glowing/blinking. This increases the power of attack by taking 2 hit points from the enemy per strike. This power is instantly lost if an enemy attacks the Hero.
The third drop is a red heart shaped icon, that when collected, heals (adds to your life points).
This additions should make the game play more exciting, and produce more aims for the player in gameplay terms. For example, the coin drops have an animation of a bouncing coin, which can spin away or towards the player, but fade out and are lost if not collected. If an enemy is obstructing a coin, you will want to kill the enemy fast to get the coin.
The same fade away (timing out) will happen with heart and power-up icons.
This all should improve gameplay and fun levels, it will look quite cool too!
On another note I still am still standfast in my decision to NOT INCLUDE NPCs!
(Posted on February, 11th 2011, 21:38)
Comments
t money said:
i think projectiles are a good idea to mix things up. you also might want to consider making your enemies jump themselves, perhaps randomly, to discourage the player from simply jumping over everything. or if not jumping, having them shoot a projectile upwards. or have something dangerous flying in the air.
(Posted on February, 12th 2011, 00:59)
Mezzmer said:
That's my thought pretty much.
Enemies currently have a list of things to do, walk and turn. I can make them stop, as a prewarning to JUMP. This would be a good behaviour for the Druids. Also for the Ogres, a standing JUMP and also to throw rocks as projectiles.
Thanks for the comment.
Enemies currently have a list of things to do, walk and turn. I can make them stop, as a prewarning to JUMP. This would be a good behaviour for the Druids. Also for the Ogres, a standing JUMP and also to throw rocks as projectiles.
Thanks for the comment.
(Posted on February, 13th 2011, 11:13)
FredBlaster said:
Sticking projectiles in will at least spice up the variation that you lost to getting rid of jumping yknow, you could have had an enemy that occasionally does a particular animation warning of his attack and then thrusts a sword upward (or something) randomly to balance out the fairness
(Posted on April, 21st 2011, 14:52)