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TIGSource ForumsCommunityDevLogsRogueTroid - procedurally generated metroidvania (new build: 7/21/2012)
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Author Topic: RogueTroid - procedurally generated metroidvania (new build: 7/21/2012)  (Read 8918 times)
baconman
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« Reply #60 on: July 29, 2012, 09:02:28 AM »

I... dunno about "regen." Maybe generate some food/health pickups around the map the way you do the upgrades, and give them a reasonable respawn time (10 min's or so)? This will keep players that are in need of health on the move, and not just camping around trying to hide in a corner for a potty break.
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Zack Bell
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« Reply #61 on: July 29, 2012, 12:51:10 PM »

Oops, didn't actually mean regeneration as in recovering health over time. The main idea that we've discussed would be similar to Half-Life health stations. In place of a few items on the map would be health stations. They would initialize with x amount of health and would be one time use.

For example, a health station could start with 25 hp (20 hp per heart for the player's health). Say you have 50/60 hp, the health station would refill your hp and then remain at 15 hp until you come back and use it again.
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Zack Bell
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« Reply #62 on: August 01, 2012, 12:33:18 PM »

Here's something different for anyone who's interested! We have an intro/theme song!

https://dl.dropbox.com/u/29279751/RogueTroidTheme.wav

 Cool
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Kinasin
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« Reply #63 on: August 03, 2012, 10:03:23 AM »

looks awesome. Cool
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