Game design constraints

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  • Map split into low level <30 and high level >30 parts. Each part goes through a cycle of biomes: Verdant > Glacial > (Ocean) > Arid > Infernal > Dark > Highlands. Not neccessary but soft locked by gathering and fishing progression
  • Zone size must be 512x512 tiles (soft locked by map markers)
  • Last step of all quests must be "return to npc" with only 1 objective (hardlocked due to too many spots where it's required, objective locked by QuestIDsToReturnToThisNPC, step locked by UpdateQuestProgress, also locked by db)
  • The same enemy cannot be on multiple maps (very soft locked by map markers)
  • NPCs cannot use ( or ) in their name (npc ID must strip it of)
  • All enemy spells must have at least tiny cooldown (like 0.1s) or targeting system will allow it to be used multiple times
  • Only player can use shields as a physical barrier (soft locked by OnTriggerEnter2D on enemy projectiles)