I will use natural barriers that need certain objects to get past. You will need to find the surf board before you can past over water, a chainsaw for cutting down trees that are blocking your path, night vision goggles in order to see your way around the caves and gloves for moving stones. Of course there will be keys for unlocking doors and enemies that are just to difficult or that require a certain item to beat.malcontent wrote: ↑Wed Dec 23, 2020 10:18 pm It sort of looks like the cave is an underworld, and connects to different overworld entrances? That gives a very open feel, even when you block areas with "keys". How much will you depend on the RPG style to limit the player's exploration? That is, what is blocking exploration? Certain adventure style items? or players not being able to overcome areas until they are strong enough to overcome the monsters? I'm just gonna guess cause of the multiple weapon/attack levels, this will be mostly about getting the fire power to succeed.
There will also be puzzles to solve in order to pass a certain area or obtaining certain items. This part of the reason I've decided to use a graphical multiple choice text game like format for indoor areas. Not only will it give the game an unique style that will set it apart from other early RPGs but it will also make it easier to set up a wider variety of puzzles in a more interesting presentation.
Most of the games I've done so far have been level grinding keyquests. I'm aiming to make this game much more dynamic in gameplay.
I am also considering putting In mini games. A boat ride, a quick shoot em up sequence etc. I'm not set on this yet, I want get most of the basic game mechanics worked out before I really start thinking about mini games.