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IDProjectCategoryLast Update
0017916Starward RogueGameplay IssueDec 16, 2015 3:57 am
ReporterPepisolo Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.200 (First Steam Version) 
Fixed in Version0.204 (Mechs!) 
Summary0017916: Locked away enemies....hacky
DescriptionI made a comment about this in a related report, but just thought I'd do a proper report on it so the point doesn't get missed. One of the standout hackiest pieces of design in the game is the way in which enemies spawn in so that you can acquire enough missiles so that you can free enemies that are behind missile breakable walls. This is clearly a weak afterthought solution. Potentially exploitable, too. Let's say I have a single missile and that there are power ups locked away in the top left and top right of a map, with an enemy locked away in the bottom right. Instead of having to make a decision on what power up is important enough to use a missile on, I can just get the top left one, kill the spawned enemy, get top right, kill spawned enemy, then clear the locked away enemy. This is cheapening the worth of missiles.

I think things would work a lot better if no enemies were placed behind missile breakable walls, only goodies or things of interest (portal to the next floor for example). Not only would this mechanically do away with the jankiness of the spawning enemy solution, as I player I don't really want to be forced to use missiles just to release a grunt enemy (unless that enemy is a miniboss that drops super loot or something). When I choose to break a wall then I'd like to have to weigh up the pros and cons of doing so rather than be forced. One of the easiest solutions would be to replace the walls locking away enemies with main gun shootable walls.
TagsNo tags attached.

Relationships

related to 0017886 resolvedChris_McElligottPark Some room require missiles to get to enemies 

Activities

Chris_McElligottPark

Dec 15, 2015 4:17 pm

administrator   ~0043801

The thought behind this was to put enemies in a covered firing position, for those enemies that can fire at you from cover. That way you have the choice of using missiles early to get them out, or doing something else for a while. The idea of firing from cover seemed interesting to me. That said, I suppose that we could do that and just have it so that there is a way to get in there short of having to use missiles.

Pepisolo

Dec 15, 2015 5:03 pm

developer   ~0043805

The idea of having some enemies in a covered position seems fine, it's just the forced spawning in of new enemies that seems janky and tacked on. Maybe just create a new "cover" block that is tougher than the normal obstacles, but can still be worn down by main gun fire. Another idea also is to have the block become more and more beat up as it takes damage, at full strength it would provide 100% cover and block all shots, but at 50% strength it would allow some shots through.

Chris_McElligottPark

Dec 16, 2015 3:57 am

administrator   ~0043807

Thanks!

* Previously there was an invisible "spawns entities that drop a missile if you have no missiles" spawner in certain rooms that had no way to destroy all enemies without using a missile. This was to prevent situations where the player becomes permanently trapped due to lack of missiles.
** However, this didn't feel right to some players, was confusing to many, and was also exploitable by some. So... yeah. That's gone.
** Now the rule for proper room design is that bombable blocks can be used to block off rewards that are optional, but not main passages or places where enemies are. Makes sense actually!

Issue History

Date Modified Username Field Change
Dec 4, 2015 9:41 am Pepisolo New Issue
Dec 4, 2015 9:43 am Pepisolo Relationship added related to 0017886
Dec 4, 2015 9:44 am Pepisolo Description Updated
Dec 4, 2015 9:45 am Pepisolo Description Updated
Dec 15, 2015 4:17 pm Chris_McElligottPark Note Added: 0043801
Dec 15, 2015 5:03 pm Pepisolo Note Added: 0043805
Dec 16, 2015 3:57 am Chris_McElligottPark Note Added: 0043807
Dec 16, 2015 3:57 am Chris_McElligottPark Status new => resolved
Dec 16, 2015 3:57 am Chris_McElligottPark Fixed in Version => 0.204 (Mechs!)
Dec 16, 2015 3:57 am Chris_McElligottPark Resolution open => fixed
Dec 16, 2015 3:57 am Chris_McElligottPark Assigned To => Chris_McElligottPark