![]() The first quest the player gets is to simply search the map to look for a way out. The questline that I made for this map follows the player's journey out of the quarantine. This made the map feel more alive and not constructed for only gameplay. Instead I had enemies in quest locations or had them spawn when getting to a specific step in the quest line. In these quests I didn't want a lot of arbitrary steps, such as ”kill all the zombies here”, when the real objective was ”turn on the power”. ![]() I instead focused on making the map fun to play and have it play out like a power fantasy. The map never really felt truly challenging with co-op, but neither did the main game. Because of this I had all the enemies be high-level and tried to balanced the weapons accordingly. The other problem that arose because of this was balancing.Īs I touched on before, the enemies aren't stronger in co-op, so the game is pretty easy when you have a friend with you. That's why I leaned heavily to making the combat encourage cooperation with these combat-scenarios. The main game of Dying Light doesn't change at all when you play it co-op, so to have specific challenges that only could be done in co-op wasn't exactly possible. This way the players will feel that they overcame something together and not just that they did something cool on their own.īut designing those scenarios weren't very easy. One person throws the canister, and the other blows it up. To have the players cooperate in combat I placed many gas canisters and traps that they could use together to defeat their foes.
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