- Aug 5, 2012
- Reaction score
- Primarily Uses
Accidental double post due forum seems to be bugged right now.
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Based on my research and (limited) prior knowledge: everything.What would it compile?
The second one.by compiling you mean it will compile everything into a single executable file?
or just a compiler/converter for the interpreted language so that it will run faster during gametime? (AFAIK, compiled languages are faster at game time but takes time to compile while interpreted languages are faster at save time since you only save it but slower at game time since it's interpreted then)
That could be interesting. Being able to set up initial levels and stats for the enemy, and a growth rate, would make it a lot easier to balancing a game. The developer could tailor all enemies based on Level 1 stats, and then set the enemy's appropriate level for when the player is expected to run into them. Mind you, game testing is still a must, but it does help reduce the stress of balancing each stat out, or trying to calculate what the stat should be. It also might make it easier for developing games where the enemy grows with the player.Enemy items, equipment, levels, strategies, and add/remove (like how actors can be added and removed and "switched" on the fly without having to hide and reveal them.
I want enemies to be able to do anything an actor can do.
Ever placed Dissidia Duodecim? That game really ties you with the enemies.
So the only thing you have against them is higher levels (depending on the difficulty) and your human intelligence.
The logic behind this thinking is wrong, because events aren't NPCs.Maybe you could add a system which allows users to insert graphics in events even if they are not on the actual map itself. Like characters for example can go to other maps even if they are not in the map itself.