They get the bad ending of the game, then you delete their save file, weaken them at new game plus, berate them for 30 minutes at the start of the new save file, and finally give them the bad ending anyways even if they didn't leave the boarder. finally the game returns to normal.
Preventing players leaving the play area where an obvious geographic obstacle can't be used on the map
They get the bad ending of the game, then you delete their save file, weaken them at new game plus, berate them for 30 minutes at the start of the new save file, and finally give them the bad ending anyways even if they didn't leave the boarder. finally the game returns to normal.
Lol! Remind me to never leave the play area in one of your games! :lol:
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Why not try wind and storms that prevent the player from navigating out of the game world?
Why not try wind and storms that prevent the player from navigating out of the game world?
I like it, are you suggesting the storm gets so bad you can't even see where you're going and you could make the player walk in a tight circle until they decide to leave?
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I'd much prefer just an invisible wall. When I open the map, I'll see the boundaries of the map, and I might be curious about what happens at the edge. So I might head out there once to see what happens. But I know I'm in a game and I'm not going to expect anything super interesting beyond the world's borders. If I died for exploring the edge, that would just make me mad for my curiosity being punished. I don't think investing any serious time into this will add to the fun or sell-ability of your game.
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The Shilwulf Dynasty - Campaign notes for my Rogue Trader RPG
North is the ice where nothing can survive (btw some deserts ARE on the edges of placed that are fricken cold)
East and West are the magic lines that are harder to 'force'
Really fetid disease-filled swamps/poisonous snakes/bogs that people just disappear if they try to travel through them ???
("Its not on the map because NOBODY goes there ....")