Looking great so far!
I agree particularly with Buggy, give these npc's some character, make some move more quickly, some behave more like cowards, some dive in hit and run, some just onslaught you. Also give them a variety of distance to stop and think about how they would attack, enemies should appear to have some intelligance, not just zombie walk towards you. You have different sized characters and some have more armour on, how would these differences make them move and attack/defend themselves in the real world?
How scary is your main character? Perhaps when he uses magic for the first time, the enemies could react to it, and then react less and less the more you use it, until eventually tehy don't really seem too worried about it.
If you point your bow at them perhaps they try to dodge your view?
These kinds of details are not too difficult to employ code wise, but will make the game seem far more alives, rather than like a fixed set of animations all working at one speed.
I hope that makes sense, it really does look fantastic so far btw.
As for levels, well draw on your imagination more. What would scare you? If you could introduce any single landscape feature which would impress you what would it be? Have you thought about having different light levels across the levels to make it more difficult to make progress in some areas? Used carefully you could greatly increase the atmosphere using light and sound.
Design wise, you need to make use of the space on screen, in height as well as NSEW directions. Making characters work for their treasure by thinking about how will I get from here to that high ledge etc may inspire you a little.
IPete2.
I agree particularly with Buggy, give these npc's some character, make some move more quickly, some behave more like cowards, some dive in hit and run, some just onslaught you. Also give them a variety of distance to stop and think about how they would attack, enemies should appear to have some intelligance, not just zombie walk towards you. You have different sized characters and some have more armour on, how would these differences make them move and attack/defend themselves in the real world?
How scary is your main character? Perhaps when he uses magic for the first time, the enemies could react to it, and then react less and less the more you use it, until eventually tehy don't really seem too worried about it.
If you point your bow at them perhaps they try to dodge your view?
These kinds of details are not too difficult to employ code wise, but will make the game seem far more alives, rather than like a fixed set of animations all working at one speed.
I hope that makes sense, it really does look fantastic so far btw.
As for levels, well draw on your imagination more. What would scare you? If you could introduce any single landscape feature which would impress you what would it be? Have you thought about having different light levels across the levels to make it more difficult to make progress in some areas? Used carefully you could greatly increase the atmosphere using light and sound.
Design wise, you need to make use of the space on screen, in height as well as NSEW directions. Making characters work for their treasure by thinking about how will I get from here to that high ledge etc may inspire you a little.
IPete2.