View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010383 | Valley 2 | Suggestion - General Idea | Jan 15, 2013 11:53 am | Jan 24, 2013 12:10 pm | |
Reporter | Pepisolo | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.714 | ||||
Summary | 0010383: Prevent immediate respawning of enemies after destroying a windmill | ||||
Description | I've been testing since alpha and pretty much each and every time I see the enemies immediately respawning in front of my eyes after smashing a windmill it strikes me as odd and even a little irritating. It just doesn't seem right. After working hard to clear the level and seeing the glory of the clouds recede the last thing you want is for the monsters to immediately respawn right on top of you. It's just not rewarding. This might seem like a little thing, but little things like this can add up. Solution? Simply prevent respawning of enemies straight after you smash a windmill. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0010448 | resolved | Player teleported after enemy spawned on top of character during dialogue |
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It takes about 2.5 seconds for the enemies to spawn in for me, and by then I'm usually out of the stage. It was surprising the first time I witnessed it, I'll admit. I always assumed the mentality behind the enemies spawning after the windmill is destroyed is that it was some sort of built in safeguard to punish whoever decided to break the Overlord's stuff. |
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Do enemies spawn in after you get to the flag at the end of each stage in Super Mario? No, because the stage is already over... So yeah you can just leave before they finish spawning in, but why does it happen at all? It just seems pointless and occasionally annoying. |
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I personally like/don't mind it. Sometimes I'll even stick around to kill them for fun. |
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I think they spawn in because time has advanced to the next day and everything resets |
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Why does it need to reset? Every time I see it happen I ask myself why do they do this. There is as much reason for the enemies to suddenly spawn in as there is for Casper the ghost to suddenly appear and sing you a Christmas carol. It really doesn't need to happen and just bugs me every time I see it happen for no reason whatsoever. |
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The only reason I can think of for why they reset is because it's simply a by-product of the way the engine is coded rather than an intended behaviour. I can't imagine that the developers would have thought "you know what'd be really good after smashing a windstorm generator, more monsters respawning on top of you!". Sorry, but I find it pretty bizarre. |
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I mentioned this in the forums, but I'll just throw out here that it would make sense if destroying a windmill just instantly caused you to leave the region. I would kind of miss the day/night transition though. |
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Also you'd lose the storm receding effect then, too. I actually wouldn't mind too much losing the day/night effect if the storm receding was kept. Activating the end-of-turn after the player leaves the area would allow this to be retained, although you could just as easily let the storm effect/day night cycle to finish before booting the player out to the map screen. Might as well link the forum thread here seeing as it's related. http://www.arcengames.com/forums/index.php/topic,12332.0.html Really I'd be pretty happy if it were just changed so that those damn enemies didn't respawn on top of me. |
Date Modified | Username | Field | Change |
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Jan 15, 2013 11:53 am | Pepisolo | New Issue | |
Jan 15, 2013 11:56 am | Pepisolo | Description Updated | |
Jan 16, 2013 4:34 pm | isil | Note Added: 0029816 | |
Jan 16, 2013 4:35 pm | isil | Note Edited: 0029816 | |
Jan 16, 2013 4:48 pm | Gemzo | Note Added: 0029818 | |
Jan 16, 2013 11:51 pm | isil | Note Added: 0029825 | |
Jan 17, 2013 2:06 am | theqmann | Note Added: 0029827 | |
Jan 17, 2013 2:23 am | Gemzo | Note Added: 0029828 | |
Jan 17, 2013 2:24 am | Gemzo | Note Edited: 0029828 | |
Jan 17, 2013 6:27 am | Pepisolo | Note Added: 0029830 | |
Jan 18, 2013 5:40 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jan 18, 2013 5:40 pm | tigersfan | Status | new => considering |
Jan 18, 2013 5:44 pm | madcow | Note Added: 0029936 | |
Jan 18, 2013 6:36 pm | Pepisolo | Note Added: 0029943 | |
Jan 24, 2013 12:10 pm | Pepisolo | Relationship added | related to 0010448 |