Door Problem – Now that we have a card management concept

One aspect of the door problem at my level is that the enemies are moving towards the player and limiting “his” movement. With every new level and every new combat situation I create, I think about how to lure a player into a room and solve a door problem. Even if there are no monsters in a dense and separate arena, the player can worry about hidden information and be attracted by the trajectory of the room to check this information. If a player sees a monster jumping with a shot, “he” should see the level differently, the cover that was strong against the enemies of Hitskan is now more dangerous than the open area. The shooting game gameplay changes the geometric values of the levels as players and enemies move and fight. In terms of the values table, we see how this link to coverage attracts players to the arena. When a player fights in the arena and an opponent’s reinforcement arrives, “he” can be submerged in water and had to fight from the gate. Other forms of level geometry, such as dead zones or dead zones, can protect the player because they limit “his” freedom of movement and ability to shoot without damage. I don’t want the player to be attacked after the game starts, so I add a hint on one side of the arena and start playing there. If I want my friend to fight in the sand, I need to change the geometry of the levels to make the space more positive and welcoming than the fight at the door. If a player on the court still enjoys the benefits of spinning in the old arena, then spinning in the new arena is of little value. To succeed in this area, the player needs a deep and internalized understanding of artificial intelligence and game mechanics.