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@softwaredev101 You mentioned implementing a paranoia mechanic, like amnesia. I have never played the game. Could you tell how you think it should be implemented? |
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In terms of "Looting and Hiding" we could use the archetype of the "Invisible Monster" to our advantage by using traps or upgraded decoys to lure the monster away from the player. On the one hand, we would tip the balance "slightly" in the direction of the player. But, on the other hand the traps and decoys have to be carefully placed to be effective. If the player is not able to position them at key points where the monster might appear, he will have a harder time overall. BUT it shouldn't be the most important winning factor for the player. "Hiding" would be basically the same as in many other video games. You can get inside a locker or under a machine and could wait until the monster has left the perimeter. |
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Looting and hiding are important for our game. But it would be nice to scope out what other player "resources" should be implemented for 1.0 and in the future (e.g. health, crafting materials and so on...).
The results should be summarized in #51
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