three_choice
Pedro edited this page Jul 24, 2022
·
1 revision
- Lack of choices is boring
- Too many choices can be overwhelming
- Complex choices creates complex UI
- less time for content
- bugs
- There are always two to three choices
- choices have probability to them
- some areas have fixed choices
- Example: boss area
- Example: free weapon on first area (gift of the Gods)
- Previous choices do not influence current choices
- generated options are not persistent
- at least for GRI, your monster card prototype might be better off with persistent choices
- changing areas always result in fighting 2 to 3 enemies instead of a normal choice.
- loading saves too
- area clear rewards might be better off being deterministic (use random with seed)