One element of MOBA-style games is the laning aspect, choosing an area of the map in which you will gain experience. The laning phase of these games changes the early game progress of your chosen character.
Suppose in our RPG the path the player chooses modifies the outcome of player development, perhaps one lane is safer than the others, one is high risk with high rewards, and the third is completely random encounters?
We start with a map "off-the-shelf", just a sample map that can easily be divided into three sections.
Next, using the region editor we create three distinct areas.
We are going to carefully place encounters in the two side regions, then trigger the center to be entirely random.
Basically, we want to weigh risk vs. reward. The idea is the path choice will either advance or slow character development.Being under the weather, I can't elaborate much more, but you get the gist.



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