> > Actually, you can create invisible enemies easily in an engine that
doesn't
> > support it directly: use sprites that are all transparant pixels!
>
> I thought on this, but it's fudeba. `:)))))
> Anyway, it would work. Maybe the engine could
> support some characters *without* sprites as
> well. This way we could enable visible and
> invisible enemies in the same game. :)

It's kind of an unlikely scenario. The invisible-enemies version will
probably be there before the visible-enemies version. So an visible-only
engine is highly unlikely...

But anyways, it's best to have it flexible.


> > Boss monsters make sure that players will want to fight some enemies to
> > gain experience. And fighting should be fun, so players don't really
want
> > to avoid monsters. But when you've already killed dozens of a certain
kind
> > of monster, it is nice if you can avoid them.
>
> You're right. In most RPGs, you can easily
> "escape" weaker enemies, but this doesn't
> prevent them to appear at all. But sometimes
> a stronger character could want to fight some
> weak enemies to build up experience easily.

If the experience you gain from them doesn't lower every level (which I
think, should), then at least the levelup-limit increases. So it's not
very... errm... 'rendabel' to fight low-level enemies.


> > there. It is odd that enemies that are much too weak will still try to
> > attack the characters. There should be a kind of rule "if enemy_level <
> > player_level - 10 then no_battle".
>
> Four options:
> 1. No way; the characters must always fight! (not very good)
> 2. Characters never fight with weaker enemies
> 3. Characters don't fight with weaker if in possession of some item
> 4. Stronger characters are less likely to encounter weaker enemies
>
> I like more the third option, because it's
> more similar to the RPGs I like. `:)

I agree. However, it's up to the game's designer.


> > Dragon Slayer 6 solved this by clearing all monsters in an area once the
> > storyline there was finished.
>
> That's an option; some RPGs, like Phantasy Star 3,
> put new (stronger) monsters of the same class in the
> "cleared" areas. That's interesting, because some-
> times you must go back those areas.

Interesting indeed. Noting...


~Grauw


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