
After deciding to go for a simplistic level-up system and simple items as well, I'm suspecting this might be a good way to get the game a bit more interesting. Certain areas of each level might be locked so coming back later will reward you. Perhaps you'll get an item or even a sub quest. Depending on how complicated the level generation algorithm is going to be, these sub quests could either be locked to that level or they could contain different parts in different levels. It's of course important to make sure the level generator doesn't cause a deadlock situation where you need A to get to B, but you need B to get to A.
In Zelda you either get items or upgrades to get to new areas. I'm expecting upgrades might be the best way to handle this in Soulreaper because of the simple item system. You could for instance get new skills by being trained by a mentor, helping a demon or perhaps sucking the soul from a seraph.
2 comments:
So quests will be generated? How complicated are you going to be able to make them?
I wasn't originally planning on generating quests, but it's not a difficult thing to do. Most quests in CRPGs boils down to a couple of simple events which can be defined like this:
* Bring item X from Y to Z
* Kill X
* Destroy item or place X
* Move through area in X minutes
* Kill everyone in area
* Collect X items (of Y)
* Protect person X from Y to Z
* Guard area/item for X minutes
etc. Now there's no problem to randomly generate what X, Y and Z shoud be in the different quests. Combining these shouldn't add too much to the complexity either. This will not be how the main quest is handled but it might be a way to add a couple of side quests.
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