Difference between revisions of "Containers, doors, Havok objects, and Enemy Placement"

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imported>GhanBuriGhan
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imported>Skyler Oberon
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<blockquote>Note that a list which doesn't generate an enemy will have another chance when the cell is loaded again.
<blockquote>Note that a list which doesn't generate an enemy will have another chance when the cell is loaded again.
Once a list generates an enemy, it will not do so again until the cell resets(around 3 in-game days)</blockquote>
Once a list generates an enemy, it will not do so again until the cell resets (which takes around 3 in-game days).</blockquote>


<blockquote>"LL2" lists generate bandits as well as 'junk' animals, such as rats.  This is also to create more variety for the player experience.
<blockquote>"LL2" lists generate bandits as well as 'junk' animals, such as rats.  This is also to create more variety for the player experience.
The bandits generated will be within range of the player's level, making the dungeon fun at any point in the game for any player.</blockquote>
The bandits generated will be within range of the player's level, making the dungeon fun at any point in the game for any player.</blockquote>


Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Alway bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Always bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
<br>[[Image:tut_img_12.jpg|600px|Creepy Cave populated with Bandit Lists]]<br>
<br>[[Image:tut_img_12.jpg|600px|Creepy Cave populated with Bandit Lists]]<br>