- The player can only initiate conversations in the direction that the player's sprite is facing (north, south, east, west). They *can not* speak with a sprite that is at a diagonal distance from them, even though the sprites are allowed to move diagonally.
If you can catch a sprite, you should be able to talk to it, regardless of how it moves (provided you're facing the right direction). The idea of diagonal distances not being valid doesn't seem logical to me.
For conversation checking, I agree with the use of collision rectangles. And checking up to 1 tile length away seems like a good start.
1. Enemy sprites on the map are generally silhouette images of various colors, with lighter colors indicating easier enemy parties and darker colors indicating harder enemy parties. The sprites may also be of various sizes
I've always been kind of iffy on this type of thing. Because you may say the enemy is easy, but a player who bought the wrong equipment or doesn't know what he's doing will find it very difficult, and begin to wonder why we said the enemy was easy. I think it's best to let the player decide who the easy enemies are.
2. Enemy sprite images gradually "fade in" from the edges of the screen as the player is walking (or standing still). The fade in process takes about 1-3 seconds, and during the fade in, the enemy sprite is in a stationary position
3. Once the enemy sprite is fully faded in and visible, it begins to walk around the map in a semi-random pattern. However, the destination of the enemy is the current position of the player's sprite, although it may take a somewhat round-about route to get there.
Why bother? Does the player really need the heads up? Is the game going to be that difficult?
4. At first, easier enemies appear on the screen and move toward the player slowly. As time passes (the player keeps trying to dodge the enemies), the enemies that appear begin to get stronger, and stronger enemies also move faster than weaker enemies. They also begin to appear closer to the player.
5. Over time, more and more enemies will be appearing on the screen. They will appear faster, they will be stronger, and they will be quicker to try and approach the player. Inevitably, the player will not be able to dodge all the enemies on the screen and once the player's sprite collides with an enemy sprite, a battle occurs.
So we're rushing the player through the dungeon? Isn't that contradictory to the idea of an RPG?
I'm not trying to be difficult or a total downer, but a lot of this proposal just does not make sense to me. Was there more to it?