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07-24-2014
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303 |
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Nah, I didn't redo them from scratch like I did the first time. I simply worked on the wall checking mechanics and such so they don't get stuck a lot like they used to. This also means I could remove annoying quirks such as them respawning every couple of minutes(as they respawned when not being hit by assuming the players couldn't reach it). Also fixed odd bugs and such that made the baddy just stop functioning. One thing I did change that may make it a bit harder is the method the baddies used to determine whether it should actually chase the player. I found that having all baddies chase a player they saw led to 8+ baddies swarming on the player, it wasn't really all that fun. I implemented a mechanic in the original rescript that tried to make it so only one baddy chased the player at a time, but it was a really inefficient method and more importantly, broken. Most of the time it lost track and NO baddies would chase the player. So I rescripted how it kept track to a more simplier/efficient method, and one change was that I changed it so now up to 3 baddies can be chasing you(via them initiating the chase) rather than one. They're not harder, they're just not as stupid/broken. I wouldn't make them harder as I learned after releasing my first rescripted baddies that the average player wasn't skilled enough to deal with what I would consider a pretty normal/easy baddy. They were dumbed down/made easier soon after for the players benefit. |
07-25-2014
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311 | |
Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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WAY more engaging in the pyrat area - feels like running around in a battle and not like killing visually impaired innocents. |
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07-26-2014
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312 | |
Registered User
Join Date: Jul 2014
Posts: 366
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