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Change your thought process from "Moving 7 units" to "Applying a velocity of 7 units" and you can come up with something like: velocity.Y = -7; position.Y += velocity.Y; Now if we take this and we want to apply acceleration every frame we can simply update the velocity every frame. accelerationRate = 2; //arbitrarily picked - no significance velocity.Y = ...


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I dont think the question should be "How to force players" but rather, "how to make very appealing to players" to kill low level monsters. The more natural and logical way it is, the better. You could take example of the pokemon series (I personally think, its one of the best RPGs ever made). You couldnt die. You would be just moved to nearest center (that ...


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I think you should use something more natural.. give the players goals (quests) they need to accomplish in order to proceed. The goals will implicitly require the players to kill monsters in order to progress to higher level areas. So yes organically restrict higher level zones by making the player progress to them by completing quests. Another option I ...


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position.y -= 7f; change 7f to a variable var fallspeed = 7.0f; position.y -= fallspeed; increase the fallspeed every update var fallspeed = 7.0f; var gravity = 5.0f; position.y -= fallspeed; fallspeed += gravity; This creates a linear acceleration. Gravity on the other hand isnt linear, so you might wanna try something like this var fallspeed = ...


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Long term it might be better to create either monster classes that all inherit from a single monster class that contains all methods you need. Then each class can simply override these methods (make them abstract). That will be more scalable. A second good method is to create just 1 monster class and put the variables that monsters use in there (in this case ...



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