NickyP
Active member
Thank you.
The transparency effect was a pain and took far longer to recreate than I wanted, but I really enjoy how it turned out. I'm glad you all do too.
Sort of both but neither. There are two sets of enemies: world map/exploration fields, and standard quest enemies. The latter are your run of the mill enemy that gets spawned with waits and you kill them all to proceed forward.
The other type, though, you don't necessarily have to vanquish to proceed. But they're placed in logical points on the map where, were this a JRPG, you'd encounter them. These enemies are spawned by invisible enemy spawners that either lie in wait or hunt down the player. In either version, the spawner will spawn an enemy when the player is within x range, and the enemy spawned is randomly chosen from a list of possible enemies each spawner can spawn.* So even though you'll encounter the same 5-11 enemies in an area, the order of which is completely random. Combine that method with the idea to sprinkle "rare" spawners in certain parts of the map, and the player could be (un)lucky enough to encounter a middle boss out of no where.
* I can't think of any other context in which I could use the word "spawn" five times in one sentence and still be grammatically correct.
Bloodbane said:I wonder about monster's spawn, will monster be spawned when player is close to their spawn point OR they are already wandering about since player enters the level OR combination of both?
Sort of both but neither. There are two sets of enemies: world map/exploration fields, and standard quest enemies. The latter are your run of the mill enemy that gets spawned with waits and you kill them all to proceed forward.
The other type, though, you don't necessarily have to vanquish to proceed. But they're placed in logical points on the map where, were this a JRPG, you'd encounter them. These enemies are spawned by invisible enemy spawners that either lie in wait or hunt down the player. In either version, the spawner will spawn an enemy when the player is within x range, and the enemy spawned is randomly chosen from a list of possible enemies each spawner can spawn.* So even though you'll encounter the same 5-11 enemies in an area, the order of which is completely random. Combine that method with the idea to sprinkle "rare" spawners in certain parts of the map, and the player could be (un)lucky enough to encounter a middle boss out of no where.
* I can't think of any other context in which I could use the word "spawn" five times in one sentence and still be grammatically correct.