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Staredit Network -> Ideas -> Roaming or Still Enemies in RPG?
Report, edit, etc...Posted by bearcat_fan on 2006-04-07 at 21:22:05
I am making a large RPG and I have a question about enemy spawning. I was wondering if people prefer enemies randomly patroling around an area or just randomly spawned enemies that do not move. The problem I am finding with patrolers is that they follow you and it is easy to get massed by a group of enemies. However, I do like the fact that they are moving and creating a more random atmosphere. What do you guys think? Thanks for any feedback/ideas.

-bearcat_fan
Report, edit, etc...Posted by FizzleBoink on 2006-04-07 at 22:38:27
I'd have to agree with you on moving enemies, they create a random atmosphere and they provide life to the map. Still enemies are easily avoidable and that's not a true RPG aspect. In my honest opinion, keep the enemies moving.
Report, edit, etc...Posted by Kupo on 2006-04-07 at 22:43:27
Patrolling because it make's it more fun stuff like dodge and whatnot.
Report, edit, etc...Posted by LegacyWeapon on 2006-04-07 at 23:00:30
>Ideas.
Report, edit, etc...Posted by Relentles_Agony on 2006-04-08 at 03:47:25
huh
Report, edit, etc...Posted by JaFF on 2006-04-08 at 06:47:18
yeah i would prefer the roaming around enemy's

but pliz dont just create them in 1 location on open ground if there is no enemy's left in big area. make them appear from cages or buildings or something like that.
(if you plan to create more of them during the game, ofcourse)

sorry that ^was a bit offtopic, but i jsut saw a lot of RPG's where the enemy's just appear in open ground & taht made me a bit angry mad.gif
Report, edit, etc...Posted by bearcat_fan on 2006-04-08 at 10:57:14
*Sorry, I thought I should put this thread in map making assistance cause I am using it in a map.

I agree Jammed. No worries though because I am using burrowed units to make random spawn points and random patrol to points and the enemy only spawns if the entire area is clear of human players. I have been testing it and you never even see enemies spawn, but they run onto your screen. To cut down on enemies getting overwhelming, I am using triggers to release enemies depending on how many heros are in the area up to a certain max.

-bearcat_fan
Report, edit, etc...Posted by JaFF on 2006-04-08 at 12:28:20
QUOTE(bearcat_fan @ Apr 8 2006, 05:56 PM)
*Sorry, I thought I should put this thread in map making assistance cause I am using it in a map. 

I agree Jammed.  No worries though because I am using burrowed units to make random spawn points and random patrol to points and the enemy only spawns if the entire area is clear of human players.  I have been testing it and you never even see enemies spawn, but they run onto your screen.  To cut down on enemies getting overwhelming, I am using triggers to release enemies depending on how many heros are in the area up to a certain max.

-bearcat_fan
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that would be nice, only be cairful, there is a limit to creating units with properties with triggers.

(if i'm wrong pliz tell me, but that's what i encountered in making of my map)
Report, edit, etc...Posted by bearcat_fan on 2006-04-08 at 15:55:59
I know, I have had that problem in the past as well and I keep away from that trigger as much as possible now. However, this system does not create units with properties, just regular units. It seems to be working well so far.

-bearcat
Report, edit, etc...Posted by Mp)7-7 on 2006-04-09 at 00:45:25
Deffinately Patroling because standing still is boring!
Report, edit, etc...Posted by A_of_s_t on 2006-04-09 at 02:17:36
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around... lol. But no units is so Pokemon.
Report, edit, etc...Posted by XMercury on 2006-04-09 at 12:26:37
QUOTE(A_of_s_t @ Apr 9 2006, 12:17 AM)
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around...  lol.  But no units is so Pokemon.
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I really don't think this is a concern for lag. Maps lag because the connection between certain users is poor, not because the triggers. Think about it... Melee maps lag sometimes, yet they have no triggers.
Report, edit, etc...Posted by A_of_s_t on 2006-04-10 at 00:03:20
lol, but if too many things are running at the same time, then the comp will slow (just a tad).
Report, edit, etc...Posted by Hugel on 2006-04-10 at 17:21:04
I like to use a combination of both stationary and roaming mobs. To me, you should have to uncover the map and fight for every inch. Whats fun about running from one point to another point without seeing any mobs? Roaming mobs don't also get the cover you are looking for.

Hugel
Report, edit, etc...Posted by Mp)Dungeon-Master on 2006-04-12 at 20:58:26
I'm definately for the patroling! Standing units are boring! And i wish you luck for your project ! happy.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-15 at 17:17:38
Use still enemies to block areas where you want there to be a fight always, and patrolling units for open terrain.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-04-22 at 03:49:01
QUOTE(A_of_s_t @ Apr 8 2006, 11:17 PM)
The only problem with patrolling is that the map may lag with all the units and the moving and the all-about whinning from walking around...  lol.  But no units is so Pokemon.

You could always start the patrolling triggers when a player walks into the area of the units. You wouldn't have the units randomly walking during a useless time, so it would not get "mass-moving lag" if any.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2006-05-02 at 00:41:18
Shouldn't you turn this into a poll if you're listing choices? confused.gif


Anyways, what about using set 2x2 location points and have units patrol between those two? I mean, I guess we're just throwing out ideas. happy.gif I'm still unsure if i prefer 6 units spawning in one location at the center of an area or moving units... they both work fine for me. blink.gif
Report, edit, etc...Posted by Do-0dan on 2006-05-02 at 00:43:30
make the enemy units move randomly every now and then
Report, edit, etc...Posted by Tornac on 2006-05-02 at 20:42:12
Ai script Junk yard dog for towns deffinitely, a still town is a boring town, as for enemies, if they spawn in groups and sit there, when you go to attack you hafta fight many at one time. With random movers just make sure you stop the spawn before there is too many.

Random movers is the way to go!
Report, edit, etc...Posted by [SmC]DiNO-X on 2006-05-06 at 12:47:29
Junk yard dog units DOESN'T Attack
Is complitely boring persecute units if they won't attack you. pinch.gif
Report, edit, etc...Posted by Biggest_SOB on 2006-05-07 at 02:52:17
I think Roaming enemies are better...If you don't want them following people then just don't have as many spawn at a time, and just spawn more frequently...or multiple times, rather then once. If you make the enemies stand still then they can be avoided two easily.

ADDITION:
QUOTE(A_of_s_t @ Apr 9 2006, 11:02 PM)
lol, but if too many things are running at the same time, then the comp will slow (just a tad).
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If you ever watch any watch any of the trailors...A&O especialy...They are loaded w/ triggers and only lag cause' of people...
Report, edit, etc...Posted by Tornac on 2006-05-07 at 12:04:30
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag pinch.gif

ADDITION:
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag pinch.gif

ADDITION:
Lol notice i said use junk yard dog for towns, and i also said to stop the spawns b4 they got outa hand, therefor reducing lag pinch.gif
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