Kyrieru
Member
I'm referring to how in NES games, enemies would often disappear if they went too far offscreen, and they respawn in their starting location if you leave and come back to that spot. I assume this was just a result of how memory was read, but it had some gameplay implications,
-Worst case scenario, it annoyed the player because they kill something, and then move forward only to find that it's back even though they just killed it.
-Best case scenario, it means that if you try to play it too safe by retreating constantly, you have to deal with enemies behind you, which keeps them on their toes.
It also means that if enemies are weak and easy to kill, then it might give the player something to do if they need to backtrack a little, preventing the level from feeling lifeless.
Do you think that such a mechanic would be annoying to players, even if the effect is managed? For example, making it so enemies only come back if you go fairly away, as opposed appearing based on the boarder of the view.
Also, this would be in the context of a fairly linear platformer, where levels are generally horizontal in nature and enemies only take a couple hits to kill.
It would probably also be limited based on the type of enemy. For example large enemies may not reappear, and it may only be limited to small, simple enemies.
-Worst case scenario, it annoyed the player because they kill something, and then move forward only to find that it's back even though they just killed it.
-Best case scenario, it means that if you try to play it too safe by retreating constantly, you have to deal with enemies behind you, which keeps them on their toes.
It also means that if enemies are weak and easy to kill, then it might give the player something to do if they need to backtrack a little, preventing the level from feeling lifeless.
Do you think that such a mechanic would be annoying to players, even if the effect is managed? For example, making it so enemies only come back if you go fairly away, as opposed appearing based on the boarder of the view.
Also, this would be in the context of a fairly linear platformer, where levels are generally horizontal in nature and enemies only take a couple hits to kill.
It would probably also be limited based on the type of enemy. For example large enemies may not reappear, and it may only be limited to small, simple enemies.