UBerserker wrote:Well, it's Harobed lol. At least the new details are very appropriate.
What anyway would be questionable right now is the gameplay balance being changed with enemy drops and loots. I'm generally very opposed to item drops, preferring instead intelligent/logic placements of items in the level. Item drops being random means the gameplay balance is never under your full control. Neglecting item placement in favor of looting and especially drops becomes massively problematic on the long run; at one point in the game you won't find human carcasses anymore. And then if you plan to place more items in the later levels that wouldn't be consistent with the rest which was just lootsville.
Thank you I try my best to not overload the map with to many details
You are right. There is a lot of balancing to do with that randomdrop system. I already had this problem you mentioned in Chizra.
So I added a lot of peaceable random item spots in the levels. Some are on the original position where some ammo were preplaced and some are on new spots.
The player will find enough ammo but he has to watch his ammo. It’s also a great feeling when your eightball is low and you find randormly ammo of this weapon and you need to be careful using rockets.
I also added a system for the coop game where the player count scales the drop chance of the system. I can tweak and balance it that way.