I like that idea
and also, what about adding some realism as in if you successfully hit
the monsters, they would get knocked back a little bit?
and I also like the idea of items sometimes dropping off enemies

On 5/31/10, clement chou <chou.clem...@gmail.com> wrote:
> Just out of curiocity, would it be too much hustle to say devide up the
> inventory into separate parts? Or even just a separate menu for potions.
> Like, if you hit a certain key, a list of potions would come up as the
> gameplay was paused.
> ----- Original Message -----
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Tuesday, June 01, 2010 8:42 PM
> Subject: Re: [Audyssey] Thoughts About Healing Potions
>
>
>> Hi,
>> Thats a good idea, but one I think I will add to the next game in the
>> Tomb Hunter series.  Main reason is my inventory list is getting quite
>> full with guns, swords, whips, a dagger,  bow and arrow, etc.  As it
>> happens I just added a bronze brestplate to the game to help even up
>> the odds on higher difficulty levels. I royally get my butt kicked on
>> expert, and I hope this will help even up the odds some as enemy
>> attacks won't do quite as much damage while Angela has it on.
>>
>> On 5/31/10, clement chou <chou.clem...@gmail.com> wrote:
>>> Hi Tom. While your idea is great about having the health meter slowly
>>> regenerate after drinking a potion, I think that you should do what a lot
>>>
>>> of
>>> games also do. Have different levels worth of potion, so that one has to
>>> choose which one to use. Say, one potion that restores 25% health,
>>> another
>>> that restores 50, and another one that regenerates. But have diferent
>>> conditions... say you can have potions worth more have to be reached by
>>> passing through obstacles, or they can get droped off tougher enemies.
>>> Just
>>> a suggestion.
>>
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