![]() ![]() Hope you guys can work out how to save mid mission. It has a dungeon heart mechanic which is a central point that must be defended. Our primary inspiration for this game is Dungeon Keeper. Quite simply this is a choice of game mechanics. Pausing is not the same peace of mind than saving a game. Were fully aware that most queen ants are very mobile in the real world but Empires of the Undergrowth is not a simulation. Having a hectic family life not being able to save and leave the PC at the risk of loosing the game and having to restart is putting too much "pressure" on me having to decide between "needing" to continue playing a game and not ignoring real life. 1h is not a problem but some maps seem to go well beyond that from what I have seen on other Let's Plays. While I love long levels, I'm not able to play long sessions in a single sitting without taking a break. In truth we didn't intend 2.1 and 2.2 to end up as long as they did - but we'll be keeping playtime in mind for future levels. ![]() This is further complicated by the fact that each level has its own game rules set up that would need to be accounted for. It's a much, much larger task than the formicarium. Out in the missions, we'd have to record the brain-state of every creature, its actions, what it is deciding to do, every piece of food left on the floor, every carcass and how much food it has left. In the formicarium it's a much easier task. ![]() Originally posted by Mike:There's one reason this isn't in the game yet and it's the complexity of introducing saves for levels. ![]()
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