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Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. During big long quest chains, there are periodic quest stages where you have to wait 1-2 in-game days before checking in with the NPC again. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.
Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. Likely also locks players off from returning to the previous area.
Some items can also be transformed through external means, such as being cooked, coated, rusted, or upgraded by NPC services (one of the main uses for gold). Other types of NPCs can modify or convert other types of items. Brogue’s trippy colors come from impactful terrain features like water, lava, and gases.
Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. However, there are not many innovative areas in the core gameplay and UX. The grand scene).
Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles. Balancing the weight of each system was difficult. It already feels so fraught to me.
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