Single Status Update
Hehe, I was working on my game today! I decided to implement friendly 'enemies' that can help you out! I already coded some of it because I had a 'charm' status effect, but there was lots of special case logic to get that to work. Now it's a lot more flexible.
Hmmm, I wonder if I should have full on Doom-style monster infighting? Though often in Mystery Dungeon-style roguelikes like mine, you really don't want eneimes to kill each other because it causes the killer to level/rank up. If I was really mean I would do both. XD
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Surprised you didn't ask about what I did, though it's not as impressive I guess, lolz
Anyway, yeah, I know that it would be risky, of course it would. It's not something that I'd take lightly, even if it sounded like I did. I only simply noted how it would have greater benefit as far as defeat bonuses go, and that's if one seeks such.
Hehe, okay what did you do then?
Really roguelikes are basically all about risk vs reward, and a lot of normal RPGs have plenty of elements of it too, so yeah I kinda figured you would know there was some risk involved. Though I wanted to be clear because on it's own enemies "leveling up" doesn't really sound like a big deal unless you get way too greedy with it. Because if they level up the way players do, sure they get stronger, but does a level or two really make that much of a difference? Near the start of the game maybe, but I think individual levels make less and less of a difference as most RPGs go on, with the exception of games with relatively small level caps. I will have to test stuff out to see how much a difference a level really makes in my game to really be sure though I guess.
I want to be clear that what I was taking about is not only about risk vs reward though, it also serves another function. Because without it, enemies being able to accidentally kill other enemies could be pretty exploitable. But by making an enemy that kills another so much more powerful, it puts the player in a interesting position. It's really not that hard to bait enemies into the path of another one that has a ranged attack, and the rank/level up thing means doing that is risky and you can't just endlessly exploit it without being punished. In face you often need to avoid it accidentally happening. it makes the game a bit more interesting when you have to think about this kind of thing.
So my game design dilemma is this: Should I follow the Mystery Dungeon tradition, which would limit the player's options a bit because they can't use infighting as a weapon that much without a really risky situation, but also in turn make sure infighting can't really be exploited? Or maybe I should go all in on allowing infighting as a player tool? Or maybe I just have the AI be smart enough not to fire a projectile if it would hit an ally? Or some hybrid, or other solution? I donno!
Level Cap (for player): FF (for enemies): 100 (one-zero-zero)
Stat/TP Cap: FFF
HP/MP Cap: FFFF
Said values translate to 255, 256, 4,095, and 65,535 respectively.
I could of course, change this down the road to BAADF00D or DEADBEEF (lolz).
Yeah, I'm also allowing enemies to have levels. Of course, combat is going to be less of a focus early on.