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Post by duskraven on May 1, 2018 23:30:34 GMT -6
Good to know. To be honest, I only just found out about Credit Clans... I guess I should have been more active in the community here.
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Post by duskraven on Jan 7, 2018 21:30:44 GMT -6
duskraven . This idea won't work well for Normal Mode or New Game Plus. Freddy is right. Treasure hunting is a big part of the IGAvania experience. Removing enemies or changing up their placement will cause major problems. After players max out their luck late in the game, they'll want to go back and farm those weaker and mid-level enemies for shards and item drops. Can you imagine the frustration if a player goes back to earlier areas of the game and finds their treasure hunting targets replaced? HOWEVER... This idea makes perfect sense for Nightmare Mode, because it upsets the game's predictability and generally increases the challenge. If I'm not mistaken, enemy placement is usually finalized late in the game development cycle, so it may not be too late... Wasn't a problem in Circle of the Moon. In CotM there were an absurd number of enemies, but none of the drops were affected, and none of the enemies disappeared entirely to my knowledge (unlike in Metroid Prime, where certain enemies couldn't be found again after certain points). Then again, CotM didn't subscribe to the philosophy that every enemy needed to drop something unique. Even so, I don't think it's that big of a problem, as long as the enemies swapped out aren't unique. Are players really going to miss a handful of common enemies like axe armors and skeletons (well, the Bloodstained equivalent) in a room here and there? Granted, this is something that works better if the enemy placement is designed with that in mind. I wouldn't mind it being something that only happens in Nightmare Mode, though. The point of it is to increase the difficulty, after all. Also, it seems like there were some cases of enemy replacement I missed in SotN, however minor they were - and I forgot about Aria of Sorrow's tendency of placing enemies in old boss rooms. Which reminds me - one thing I don't miss about Circle of the Moon's enemy placement was that it sometimes placed powerful enemies, with unique and valuable drops, in very out of the way areas the player has already gone through, such as secret rooms and the first boss room, which wasn't exactly on the way to anything. But in general, I liked how it replaced some enemies, especially in "hub" areas, with tougher enemies to surprise the player. Given how some areas connected to each other, and how there were only five warp points, the player would often go back to old areas, so I think there was value in changing things up.
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Post by duskraven on Jan 6, 2018 21:40:44 GMT -6
One idea I've wanted to see in Igavanias for a long time was, basically, changes in a level as you go through the game and defeat bosses, collect items... basically, the game changing as the player does. Stuff like returning to an old area and finding that the enemies in that room are now different, and more powerful. This was a feature in Circle of the Moon (which I realize wasn't Iga's work, but it was my first Castlevania game), where it was entirely possible that you'd enter an area you thought was safe, only to find there's now an enemy there that poses a threat. I always liked that - it kept me on my toes, took a little of the boredom out of traveling through old areas, and made the castle feel more alive, if that makes sense. And I've yet to see it in a Castlevania game since, although sometimes other Metroidvania games, like Metroid Prime, do it.
I don't know how viable it'd be to add that at this point - I should have suggested this years ago - but I also was curious what other people thought of that concept.
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Post by duskraven on Nov 17, 2016 23:41:28 GMT -6
I'm also on the "would like to hear more" train, but unfortunately I'm a year out of date - since my pledge wasn't done through Kickstarter (for some reason), I never got sent any updates through them, and I kept forgetting about the forum...
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