Ok, I need feedback from all 2 of you people that read this.
In GBA Anguna, you were motivated to fight enemies as you explored the overworld, because they dropped money, and you needed money.
In Atari Anguna, there's no money. I just don't have the ROM space for shops. I'm toying with the idea of replacing it with experience/level-ups. You get enough experience, your max HP goes up a level.
The advantage is that it motivates you to fight your way through the overworld instead of just running past everything.
The disadvantage is that it encourages/allows grinding, which I hate.
Opinions?
I started by blogging the process of porting my homebrew game Anguna from the Gameboy Advance to the Nintendo DS. Now, my random thoughts on development and chronicling whatever hobby project catches my fancy.
Monday, April 11, 2016
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5 comments:
Always nice if you can tune it so it's about right with the combat that happens naturally (if you don't run past things).
Yes, level ups!
I agree! I find this sort of thing keeps me engaged, even when I know I'm being manipulated.
I won't pay 25 cents in a game to buy the Flaming Sword of Hgarrrfgvlaven, but I'll sure fight 500 baddies to get it.
Actually I fought enemies to restore HP more than to collect money... anyway I guess it's OK, if you don't give money, you should anyway give power-ups/XP/restore HP/potions/armours/weapons/whatever anyway...
Reader number 5 of 2 here, lol. I think experience is a good idea; it's best to have some motivation for fighting instead of running. Although, would random item drops be feasible? As in, could you possibly make enemies have a small random chance of giving you a new shield/sword/whatever? That's probably asking too much of the system/engine, but it's an idea...
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