Randomness and Replayability

Post » Sat Jun 23, 2012 5:43 am

Sorry for double post. I really need that computer.
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Eddie Howe
 
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Post » Sat Jun 23, 2012 12:56 pm

Yes, they mentioned him in AngryJoeShow. There is a tech guy that helps you with the upgrades, the guy with the boat who caries you to the mission areas and another guy which role I forgot.

The guy with the boat that we've seen in some screen shots is a part of the hub area you prepare yourself for a mission. It's going to be odd to spawn in different locations if he only carries you to one location with his boat.
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KiiSsez jdgaf Benzler
 
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Post » Sat Jun 23, 2012 5:59 am

The targets not being in the same place everytime or changing their routes means you have to adapt new paths on the fly, which is a good thing right?
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Nina Mccormick
 
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Post » Sat Jun 23, 2012 6:11 am

The targets not being in the same place everytime or changing their routes means you have to adapt new paths on the fly, which is a good thing right?
It really is. Of course, for a spawning system to really outlive a level's replayability I think the level itself needs to be fairly "big"- unless we're talking about a labyrinth kind of level, like a dence park or a well stuffed library. A museum would be awesome!! x)
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luis dejesus
 
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Post » Sat Jun 23, 2012 1:20 am

yeah, in most stealth games, I usually memorize every enemy's spawn location on the second playthrough
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meghan lock
 
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