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RE: Gamedev blog : My progress making a game for 2 game jam part 2 - 003

in #gamedev7 years ago

is the dungeon completely random because you might want a system that makes sure the level can be finished and there's always a way to not jump to your death

according to the original q of games one of the main rules of core game development is that, regardless of difficulty, it should always be possible to finish, even if it requires world-class street fighter or tekken level combo skills on a joypad, it should never come down to simply being impossible so if you generate the dungeon on every jump the player HAS to have a pad to land on from which he can contine or in worst case re-start (not advisable), its a psychological thing

to calculate if there's a platform in reach before rendering the screen to screen shouldnt be too hard depending on the versatility of the tool you're using but its very important that the player never gets the feeling that the game is simply cheating to the point of impossible

... i sound like some ancient whatever dont it but

it does make sense

take your average prepare to die edition : even at ng 7+ its possible to do it, it will never put you in a position where you get stuck at a point where suicide is the only option

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Thanks for advice. The dungeon is random and there is always a way to get back. The generate every jump (not exactly every jump though since if you are in air you can press Space and the dungeon will generate without jump again.) is just a mechanics I thought of and didn't use yet. I may use it later . Your advice is very useful. Thanks again.

thanks for the compliment :) ... i would like to get back to gameguru, appgamekit and rpg maker once i get the steemshow up and running semi-automated .. i kinda crashed out mentally in december and i havent really found my brain back yet ... it's good to have mechanics and libraries ready for future use :) always

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