I love how a lot of games just let you get away from enemies by... just not being on the same screen as them

enemies like "damn I really wanna get this player and they're 24 pixels away, but that's a separate screen, oh well better luck next time"

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
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@Felthry honestly there's so many weird quirks that can happen when entities of any type (not just enemies) leave the area they're meant to be in, so I can totally understand them being like "no this guy is in this room and that's it"

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@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
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