What was that "awesome game mechanic" you discarted 'cause it couldn't work with your game/project

Discussion in 'General Lounge' started by Davox, Jul 23, 2019.

  1. Davox

    Davox Archimage Member

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    I'm just a bit curious :aswt:
     
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  2. HexMozart88

    HexMozart88 The Master of Random Garbage Veteran

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    Too many to name. I was going to have a very elaborate crafting system... which I had to simplify because it's not a crafting game. I had the most amazing ideas for battle systems, but they'd be too flashy for my game. I was even going to have a tool system but it literally had no reason to be there whatsoever.
     
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  3. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Procedurally generated dungeon stage.
     
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  4. jweav8705

    jweav8705 Veteran Veteran

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    Can you expand on this?
    Was it a script or evented/variable?
    I imagine you could pull a random variable on a player transfer, then assign each variable to a different map transfer event. The problem with that is players could miss maps, or, if a different variable needs to add to a certain number to flip a switch and force a transfer to boss map, players might see the same maps more than once.
    This could be fixed, but it would mean that players would see all maps, just in a random order and i dont know if that would have any merit.
     
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  5. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    The map is generated, means you don't have to map it in the editor, instead the script will generate the map for you. Means, you will not miss a map at all.
     
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