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

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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.
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|frame|600px|center|Creepy Cave populated with Bandit Lists]]<br>


Refer to this image for a good enemy distribution.
Refer to this image for a good enemy distribution.


Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]
Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]
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