I am trying to decide whether I want to have actual designed levels, or having them all randomly generated. What do you all think?
Half Life RPG Level Type
Half Life RPG Level Type
I have started working on the half life rpg again. Currently, I dealing with rebalancing the entire monster list. It is a real pain. 
I am trying to decide whether I want to have actual designed levels, or having them all randomly generated. What do you all think?
I am trying to decide whether I want to have actual designed levels, or having them all randomly generated. What do you all think?
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Guest
Depends. Will it be like the Doom Roguelike? If so, the RPG part is rather negligent and mostly random levels should be ditched in favor of a more structured and fast gameplay. If there are heavy RPG elements you should probably stick with roguelikeness... although special levels would be nice for a halflifeesque feel. You can't hope to create the intensity of a facehugger shock moment with ascii graphics, after all.
There will be some rpg elements, but it will play more like neverwinter nights than anything else. I think that there may be a few random levels, but overall, it will play like neverwinter.
Besides, balancing something like that will be a lot easier.
At the moment, I am working on filling out the monster list, and making sure that everything is strong enough to be a challange, but weak enough that you don't die every time you try to fight it.
Besides, balancing something like that will be a lot easier.
At the moment, I am working on filling out the monster list, and making sure that everything is strong enough to be a challange, but weak enough that you don't die every time you try to fight it.
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The Cosmic Gerbil
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The Cosmic Gerbil
- Spiderkin
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- Joined: Wed May 11, 2005 2:28 pm
- Location: Cornwall
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Guest
Huh. A Half-Life RPG really sounds fun, and I'd love to see it, but you're gonna have do some serious scripting and plot development in your game if you want to offset the flaws Neverwinter Nights had... Namely repetitive gameplay and extremely long, weak quests.
I've played NWN and, frankly, I never even managed to get beyond third chapter more than one, because I was so extremely bored. It's not considered one of the weaker games Bioware did without a reason. I wonder how you are going to create replay value without the extensive RP and random dungeons roguelikes usually have?
I've played NWN and, frankly, I never even managed to get beyond third chapter more than one, because I was so extremely bored. It's not considered one of the weaker games Bioware did without a reason. I wonder how you are going to create replay value without the extensive RP and random dungeons roguelikes usually have?