rip to the bug in shield cat that would allow you, if you were super precise, to bring enemies into an adjacent screen - because I made it so enemies respawn when you revisit a screen, they're all properly cleaned up and regenerated with proper screen IDs so even if you brought an enemy into another screen it'd disappear
I think the funniest example of "enemies bound to the room they're assigned to" is metroid prime, where enemies will chase you to the doorway and will keep trying to go after you, but they can't go through it despite it being open
there's also this one room where turrets are very close to Samus, but because she's technically in a different room, they dont see her
@roxy It's interesting how they decided to stick with that mechanic in metroid prime, even though it was technical limitations that led to it in earlier games, and could easily have been modified in prime
-F
@roxy yeah that's fair. come to think of it, i remember hearing about how dark souls's engine in particular is very hardcoded "this enemy/person is in this area" and it needed major rework to get the spirits (which follow the player no matter where they go) to work in elden ring. so it's not just a limitation that newer games have gone past
-F