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Simulated Open World VS True Open World VS Linearity?
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I was actually going to suggest that too. You could perhaps even make that the first time the player encounters one of that area's enemies, only the enemies in that area are levelled proportionately to the character.

You could also just make enemies dynamically upscale along with the character's level. There could be some randomization factor , so that sometimes you'll come along particularly weak or strong enemies, but in general enemies are more or less at levels that are challenging yet enjoyable to battle. There's no single trigger to buff them up, they just change along with you. Then once you've completed (or perhaps just battled a certain amount of enemies in) an area, or group of areas, then their levels are locked and stop changing, so that you can go back to it at a later time without them being too much of a nuisance.

This is just brainstorming, really. To come up with a definite system that works, I'd need to know the details with the game. (e.g. is there even a battle system or is it overworld fighting, like in LoZ?) But hopefully this gives you some ideas.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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RE: Simulated Open World VS True Open World VS Linearity? - by puggsoy - 11-09-2013, 07:10 PM

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