Timeline for How to make levels that never get old, even with a leveling system?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 2, 2017 at 20:54 | vote | accept | reincarnationofstackexchange | ||
| Oct 5, 2017 at 16:50 | answer | added | ND523 | timeline score: 1 | |
| Oct 5, 2017 at 16:33 | answer | added | Emile | timeline score: 1 | |
| Oct 5, 2017 at 15:27 | answer | added | altskop | timeline score: 2 | |
| Oct 5, 2017 at 15:04 | answer | added | Ruther Rendommeleigh | timeline score: 1 | |
| Sep 7, 2017 at 7:31 | comment | added | Stephen | If it's a linear story then it's up to the game maker to have a reason to go back. Look at the Borderlands series which uses the same locations multiple times as a reason to progress with enemies to suit. Only in open world games do you need a reason for the player to go back. | |
| Aug 31, 2017 at 13:01 | history | tweeted | twitter.com/StackGameDev/status/903241273502552065 | ||
| Aug 27, 2017 at 14:33 | comment | added | Nicol Bolas | "I want my game to be dynamic and ever-changing, with things to offer at every location, at every point in the player's game progress" Why do you want that? Are you not giving players new locations to go to? As long as the player is interested in continuing to play the game, I just don't see the problem with them not wanting to revisit old areas. | |
| Aug 27, 2017 at 11:18 | answer | added | Philipp | timeline score: 1 | |
| Aug 27, 2017 at 11:03 | comment | added | Philipp | Have you played any of the Disgaea games? They do a really great job at both keeping low-level content relevant throughout the game and also demonstrate their ability to upscale and downscale the levels of fights at any time. | |
| Aug 27, 2017 at 6:40 | comment | added | Kromster | See how difficulty modes work in Diablo 3. Also reuse locations. | |
| Aug 27, 2017 at 6:00 | history | asked | reincarnationofstackexchange | CC BY-SA 3.0 |