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Random Encounters: Style and Affect

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4 minutes ago, lonequeso said:

Sound effects would work nicely. Some menacing growls or what have you.

 

Yeah, that could work, though it might have a diminished effect if there's interfering BGM/BGS (like the remix of the Nightmare Creatures piece I shared on the Discord server a little while ago for one example).

 

My thoughts, are like a flash, or even full-blown text event, something that would attract attention, though I would want to avoid that delayed textbox thing in Simon's Quest (yeah, remember that!?)

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That reminds me of how the Etrian Odyssey series had a indicator that changed from green to yellow to red the more steps you take as you get closer to triggering a random encounter. I thought that was pretty neat myself. Of course they also had...

Edited by Kayzee
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Oh jeeeeeez....Hell no to that. Not like that, anyway. That's begging for ragequitting. I'd never put the players of my game through such a Hellish Nightmare.

 

But it is a funny joke. Old Faithful will soon erupt, F.O.E.! lolz

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Well, F.O.Es are visibly running around on the map and you can avoid them, unlike random encounters. They just happen to be Fiendishly Overpowered Enemies if you do run into them. Or happen to be in a battle in their path for long enough that they run into you. Unlike most games, time passes inside battles, though since exploration is turn based too and one round in battle equals one round outside battle it isn't usually a big deal... Until an F.O.E. gets ya because you forgot. :P

 

It's kinda funny how it's kinda reversed in Etrian Mystery Dungeon and it's D.O.Es (which is no way as cool an acronym), where the normal enemies are all running around the map all the time anyway and the normal random encounter indicator turns from green to red to tell you how close you are to having a D.O.E. spawn. But since they always spawn at the bottom of the dungeon and slowly make their way up anyway it's not quite the same thing.

 

 

Edited by Kayzee
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