Well, science actually does take time when it comes to Research & Development in real life. Not boring Not having to select research and wait for it to complete over a period of time How can I design a research/progression system that meets the goals described above, while avoiding the problems posed by my ideas so far? Is a linear approach to research/progression good, or are there ways of making it less predictable and more dynamic? If the research tree were similar to the one in this question (example from Rimworld), as in, be very linear, would randomly obtained blueprints always unlock a recipe that's CURRENTLY available (one the player can see), or should it have a chance to unlock a recipe down the line which has unfulfilled requirements? (one that is locked and the player has no idea what it could be?
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