Part Parameters

Discussion in 'Dev Blog' started by Tiy, Apr 4, 2014.

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  1. jambox5

    jambox5 Big Damn Hero

    here are a few ideas/suggestions. (I didn't read the whole thread so I apologize for duplicates)
    I should note that some of this is more behaviors as well as ideas revolving around directional attacks

    -additional status effects:
    *confused/dizzy: mix up player controls for a few seconds
    *paralysis: freeze player controls for a few seconds
    *Toxic: higher/lower poison dmg

    -melee attacks: (directional)
    *shove high knock back, low damage
    *punch high knock back & damage
    *slash/claw attack could be quick high damage, low knock back
    *slap could paralyze player for a second, or "confuse" them (ie mix up controls for a few seconds)

    *EDIT 1: monster ability to block: shells or big claws or curl up and add some defense to them

    *EDIT 2: creatures should be able to effect survival status' (hunger/cold/energy meter) with various attacks

    *EDIT 3: flying creatures can pick you up (like grab for aerials)

    *EDIT 4: once aquatic hostiles are added, ability to push you down / stop you from getting air

    -a flee attack: where enemy runs away like NPCs, why is every monster/alien so aggressive!

    -status effects on current attacks: there are fire effects to fire breathe, but the green globs could have a mild poison effect
    on contact, and the gust breath could act as a cooling effect (lower player temp by a big amount). this would add a TON to creatures, also it would force players to actually plan and vary their attacks for certain creature types

    -some current attacks NEED animations: often when a monster does some of the current attacks Its very hard to tell if they are attacking (grab, charge,triple jump) it would be nice to have an effect such as the creature flashing as they jump,dust clouds as they charge you, etc.. some visual/audio queue in addition to the attack text for these more subtle moves

    -vertical attack patterns: creatures (and NPCs) should be able to directionally melee now that it's implemented for players.

    -melee attacks in flying creatures: to my knowledge the only flying creature w/ melee attack is the bone birds. all random gen fliers have always projectile me

    -attack patterns for aquatic creatures

    -creature behavior should have these 2 things. so creatures are typed as either hostile or peaceful as is, there could be an additional type or two allowing aggressive creatures to attack non-agressives. As well it would be nice if non-hostiles flee like NPCs, to further emulate real creature behaviors... could just have 4 types: hostile_humanoids_only (current hostile), hostile_peaceful_mobs, peaceful_attack_on_hit (current peaceful), peaceful_flee_on_hit (model after NPCs)

    that's all I have off the top of my head. I could probably think of others if I gave it some though.
    But this stuff is easily implementable. Most would not be code-extensive, just needs to be balanced and play tested (beta unstable!)
     
    Last edited: Apr 4, 2014
  2. jambox5

    jambox5 Big Damn Hero

    if you look back in the news there is developement into flying quadropeds/bipeds (flying/ground mix) as well as more types for aquatic creatures (aggressive, likely larger versions)
     
  3. Animator

    Animator Cosmic Narwhal

    I excluded fish because of the knowledge of the development of bigger aquatic creatures. I'm also aware of the flying mix between ground and flying; the anatomy is still the same, only with wings. I'm referring to things that don't follow the archetypal bipedal/quadruped anatomy, like millipedes, or jellyfish, or anything else that can be thought up.
     
    jambox5 likes this.
  4. Jafetgx

    Jafetgx Phantasmal Quasar

    Kamikaze spiders and other mobs that charge towards u and explode! inflicting damage and different debuffs (poison, burn, melting?!)

    Spiders because it'd be fun to have them coming from the ceiling and/or walls :O
     
  5. tetsukibra

    tetsukibra Void-Bound Voyager

    Please please please please please
     
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  6. Ravager

    Ravager Title Not Found

    A new idea occurred to me, don't know if this has been mentioned yet, but can it be possible for the aggressive monsters to show that you are invading their territory, by facing you and growling a warning instead of just charging at you with no warning (but will charge you if you are too close or are within their warning range for too long)? I know this isn't related to body parts, but I thought it would be a useful and more realistic behavior.
     
  7. fate1122

    fate1122 Subatomic Cosmonaut

    I posted this in the last thread but wanted to post so you might see it...
    about time you considered a physic weapon, maybe we can get a physic power tree to level up in? maybe in different categories? I really think you should make the physic class a huge thing, the game really needs something more then just weapons. Also maybe you should think about adding more elements to weapons and such with greater effects. the physic powers could be really cool and have different sections. like a support tree/a summoner tree/a elementor tree/ a more technology defied tree, etc which each tree having certain skills to level up in. please think about this. this would also be adding a some sort of mana bar.
    Also please think about adding more vehicles, such as different planes, air ballons,air fortresses with a whole inside with rooms while driving , boats, ships, subs, warships, cars, tanks, and many different types of mechs , hover boards and bikes. It would be really cool to have an inside to the bigger vehicles/shups/mechs with rooms and inventory /placeable objects. I would really like to see more different types of mechs that look more humaniod too.
     
  8. Mossemune

    Mossemune Space Hobo

    I believe a suicide mob would be great, dealing damage to a large area to creatures and blocks. High run speed or possibly flying.

    Also, don't know if this exists, but monsters that roam in packs (flocks/swarms) would be interesting as well. Instead of just spawning multiple of the same enemies in an area, actually give them a pack mentality, attacking others when one is harmed, or give warning with a growl when someone gets too close (defending position)
     
  9. Oldshoolgamepl

    Oldshoolgamepl Big Damn Hero

    - monsters run away when their Hp is critical
    - monsters can dig (few of them)
    - freezy breath (Hero and NPC slow down -33% )
    - drain HP and "MP"
    - immobilize (glue? )
     
  10. Kwayne

    Kwayne Subatomic Cosmonaut

    Just a few ideas that suddenly comes to mind:

    - Fluorescent mobs
    - Die on touch behaviour
    - Explosive mob death
    - Escape on sight/proximity behaviour.
    - Aggressive Blind animals: attack anything they bump into, or just hitting air.
    - Sleep behaviour. Deep sleep behaviour: can't wake up even if they're being attacked.
    - Ability: from partial skin camouflage to complete cloaking
    - Attacks that don't do damage or anything -- nature sometimes provide ineffective weapons
    - Shooting from rearside: poop&fart attacks!
    - Stench status: NPC villagers keep distance from PC when he/she is covered in space-skunk aroma
    - Dive attack for avians
    - Vertical bombing
    - Mine laying ability
     
  11. pi master

    pi master Void-Bound Voyager

    i'm thinking of monsters that can be farmed for useful things, but they're still monsters and can hurt you. One thing I'm thinking of specifically is a monster that can spit, sweat, or use other methods of releasing molten gold. You would trap this monster and have a piping system below it to catch the liquid gold but the gold can burn you and the monster can direct it at you as a weapon.
     
  12. Brady

    Brady Void-Bound Voyager

    I think a "Rampage" ability would be cool. Monsters with this ability could start off with lower attack and speed than other monsters, but the stats would increase based on the percentage of health the monster is missing. (To make this balance with other monsters, these would probably need to have either higher health or armor so that the ability could have an effect in combat)

    Since abilities are linked to body parts, this ability could be attached to a shell, scale, carapace, or tough skin body part. For instance, insect-like monsters, turtleish monsters, or monsters that look like rhinos or alligators. It works with a good few body parts and could add an element of surprise to a boss you've been fighting that seemed easy.
     
  13. Titanium

    Titanium Existential Complex

    bumping this
     
  14. Kakoure

    Kakoure Scruffy Nerf-Herder

    A carrier monster that steadily spawns baby versions of itself that attack the player would be interesting.
     
  15. Omega40k

    Omega40k Void-Bound Voyager

    There is. In the sewers the POS splits into 2 smaller POSs. And they do that 2 or 3 time more after that, I think. Was too busy frantically swinging my sword to count.
     
  16. Dyskord

    Dyskord Scruffy Nerf-Herder

    I *think* i have noticed some form of "growling" without attack when in a certain range of some monsters. However, not sure if the monsters just lagged out, which also sometimes happens. lol.
    Also, i think i have read that biped monsters should have pack mentality, so far not noticed it however, except for NPCs in settlements (guards etc)


    Not related to "parts" really, but might fit nonetheless: I would wish for a better hitbox on monsters, ie no matter where you hit it, you actually do hit. Currently sometimes i hit a bird (its mostly birds), and it doesnt count.
     
    Last edited: Apr 4, 2014
  17. Titanium

    Titanium Existential Complex

    MONSTERS THAT SURVIVE IN THE BIOMES THE INHABIT (I'm looking at you, acidic pools.)
     
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  18. MottSpott

    MottSpott Void-Bound Voyager

    ThisThisThis. Also, having some crazy fire-breathing alligator emerge from lava pools would be pretty excellent.

    I also REALLY like the idea sixtail had with creatures that let the player be sort of an opportunist: the furry creatures you can huddle up to for warmth and all that.

    My one idea (and sorry if this is a repeat) is having some flying mobs swarm together and make energy chains between each individual, creating a net. Touching it hurts, so you have to 'prune' your way through the swarm to kill it off. Or shoot 'em. Maybe it can start off as one creature and they constantly "call for help" so it adds the tension of trying to get rid of them before they become a giant blob of energy net pain.
    Another thing that just popped into my mind is some kind of high damage pulse attack that emanates from a creature in all directions and would force hit-and-run tactics. Or shootin'.
     
  19. quantian

    quantian Aquatic Astronaut

    Touch damage in this game isn't a thing. People merely believe it is.
     
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  20. MottSpott

    MottSpott Void-Bound Voyager

    Oh! A creature that requires you to walk (hold shift) around it or it goes hostile/explodes/whatever would nifty, too! You could communicate this to the player by having the behavior tied to big, exaggerated eyes. When passive they look sleepy and when riled they get angry and bloodshot.
     
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