![]() ![]() Forrest could very well be underground, it is simply subterranean, etc. This way you have no new tilesets or overworld maps to worry about, you still get all the variety of new areas as you explore and go through doors, unlock new paths or new movement options to reach new paths and new areas, and there is no real need for them to sensibly connect, because through each doorway it is simply understood is a new zone (e.g. each campsite would have a save feature for your progress so that by the end game you can load up your save-file and freely explore all zones to your heart (and other organ's) content. Over time you can memorize where to go to find that enemy you want to "play around with" and yet as you defeat bosses and unlock new skills you gain access to more complex locations. I'm gonna go with what i originally thought the game was anyways: metroidvania format but your "hub" was more like scattered campsites (a la dark souls) to recuperate in yet the world is one large connected maze that has various entry and exit points to localized areas. as well as a way to get players to the hub more freedom in player choice, and less late game enemies, with player knowledge deciding how far they progress in later stages hub map can contain mixes of enemies, with stages being exotic, and even outlandish in design To buy any of the Crown Stores special items, youll need crowns, a virtual in-game currency. late game issue persists, but now also is based on the order of stages you go through as well knowledge from previous stages can be easily used set levels, but multiple paths at the end of each allow the player to choose where they go. less freeform then an overworld with one path through the game. Set level path allows planning around specific moments, and knowledge requirements from previous stages More freeform then M3, no clear level order, but allows the player to go any way they can reach. =dos(commanderkeen/secret agent) overworld= requires an overworld (new sprites,tiles, etc ) considering what kind of game this is, getting to world 6 over and over for one enemy could get quite tiresome levels have an order, but also choice, yet no skipping to the end a clear view of what kind of setting you are getting into (forest, desert,etc) a clear view of where you are in the world ![]() As such, i really can't get into the mood I'd like to work on enemies. As of right now, I can't go forwards without some direction of what I want the game to be like. This post is to present some ideas of where to go, as well as get feedback on those possible ideas. Floating around each other with no real connection, progression, or direction. As of right now, every part of this game has been disconnected test screens. Join the fun! PackRat 2.2.So, lets get into the topic of level layout. Send private and public messages to other players to set up deals.Ĭooperative (Co-op) - other players can't steal from you unless you give them permissionįree For All (FFA)- Free For All players can steal from each other without special permission Propose trades to exchange cards and credits. Manage your friend list and follow other players to keep up with their progress. List a card in the Auction House and watch your cards sell.Ĭreate a player profile and play with friends around the world. ![]() PackRat is a fun, beautiful, and engaging collectible card game for all ages! With over 15,000 unique cards found in more than 900 different collections, PackRat is the largest and longest-running card trading and collecting game on the App Store! In 2020 we gave it a slick new makeover with all new user interface, new sounds, a new card artist, and new login methods!īrowse the markets, steal from "The Rats," and trade with friends. ![]()
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