Part Parameters

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

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  1. sleepy123

    sleepy123 Big Damn Hero

    mini bosses are actually just a big monster. They should be able to break blocks since they are rare mobs that won't attack every day.

    As a big Castlevania fan, I'd love to see some sort of bestiary progression.
     
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  2. Rogue Seraph

    Rogue Seraph Scruffy Nerf-Herder

    Some sort of terraforming abilities would be neat. Creating spikes along the floor, or walls to defend themselves, or such. Generally things that could be broken easily so you don't have to whip out your pickax mid combat, but can still defend it against a few hits in the case of walls, depending on attack type you use(bullets vs a rocket), maybe even damage, their walls or defenses could have their own HP.
     
  3. Jetpack725

    Jetpack725 Guest

    Skills based on parts is a cool idea.
     
  4. swiffty

    swiffty Space Hobo

    Maybe a skill for monsters that allow them to dig into the ground and pop back up behind you or under you. Could do one that allows them to go into a shell for protection and not take damg just a thought.
     
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  5. DatorSin

    DatorSin Big Damn Hero

    Shell type ability is exactly what I suggested, but you could have it spiked or something similar, causing damage to reckless players.
     
  6. Bleazy02

    Bleazy02 Star Wrangler

    Well that's my point exactly. As stated in an earlier thread, giant terrestrial monsters need to be common! They're doing it for aquatic and flying creatures, so why not land beasts...?
    Also, I agree with the above quote, Minibosses need to be fleshed out ad made badass.
     
    Jarod likes this.
  7. Blitzlegion

    Blitzlegion Big Damn Hero

    I made this quick blink joke. But i would LOVE BLINKING CREATURES.
    [​IMG]
     
  8. Flash.Exe

    Flash.Exe Space Spelunker

    For land monsters in general possibly a backwards dash (similar to the energy dash), especially after a charging attack so they are harder to hit.
    For monsters that can grab you a follow up throwing move would be nice.

    For mini-bosses:
    A ground slam/stomp ability:
    Have a 1-1.5 second long animation, and if you're on the ground nearby at the end of it, you get stunned for 2-3 seconds.

    A psionic or elemental aura ability:
    Have a 1-2 second long charging animation. At the end of it anyone caught within a 7-12 block radius of the mini-boss would take a lot of continual damage. The aura would last for about 3-5 seconds and the mini-boss would not move for the duration of the effect.

    A tail whip attack (or something similar):
    Have a 0.5 second charging animation. The attack is horizontal and rather narrow but has a long range. If you're hit, you'll suffer from strong knockback and get stunned for 1-2 seconds. If you are fighting the mini-boss on level ground, crouch and you'll dodge the attack. Dodging by crouching should be kinda easy and dodging by jumping should be very difficult in this situation.
     
  9. Titanium

    Titanium Existential Complex

    more penguins
     
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  10. Punichan

    Punichan Space Spelunker

    #lava (Flowing Liquid) spit
    #Energy Drain
    #Mugging (you loose pix when being attacked)
    #Self Detonate
    #Poison (Flowing Liquid) Spit
    #Heal; by eating smaller monsters (mini Bosses)
    #<insert your favorite weather effects> Roar
    #extended arms
    #Throwing other monsters as weapon (mini Bosses)
    #Calling Mob (mini Bosses)
     
  11. LostCraftGhost

    LostCraftGhost Master Chief

    A Monkey-Type monster that drops a banana skin. For slipping on.
    Almost everything else has already been mentioned....
     
    Yzzey likes this.
  12. ghostlll1992

    ghostlll1992 Subatomic Cosmonaut

    who cares about monsters. how about bosses not to mention ship upgrades
     
  13. Warkupo

    Warkupo Big Damn Hero

    Borrowing myself for awhile. The basic philosophy behind my suggestions is that combat should be a quick, skill oriented experience without necessarily having to be incredibly complex in execution. To that effect I suggest several basic gameplay changes that could help spice up the tactical skill required for combat so that it is more generally engaging.

    It's not entirely on the topic of monster attacks, but I'm not really sure how any reasonable combat discussion can be. If you're going to discuss your enemy you inevitably have to discuss how the player is supposed to respond to that enemy or you'll quickly wind up with something really overpowering.


     
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  14. Cacame

    Cacame Phantasmal Quasar

    An aoe attack originating from the monster/boss that does very little damage at it's center, increasing to do a lot of damage at it's max range.

    An attack that goes out in a straight line and pulls back any object/creature it hits. A tentacle would make sense but rape/manga jokes would abound. It would be fun making it grab stuff like explosives.
     
  15. FatsackTony

    FatsackTony Phantasmal Quasar

    All these posts and hardly anything original. While the combat does need work i was originally inspired to press the 'buy starbound' button on steam because of the adventure wonder and curiosity of exploring an entire universe and its strangeness. All the ideas you are getting come straight out of other games and lore. Youll get through coding and we will be excited and the second day we play with the new mechanics we will yawn because we have seen it all before.

    Please dont draw inspiration from other titles as much as possible. Those other games do what they do and better and you dont want it to become a cheap amalgamation of mediocrity. Stay original to your indie roots and take risks on new big ideas.

    No one ever became successful by trying to shore up their weaknesses. Success comes from exploiting your strengths, so please apply the creativity you put into brainstorming up the concept of the game to keep the curiousity and gloriously refreshing strangeness coming especially in a universally implemented mechanic like combat.

    Do something new with it. Make it uniquely chucklefish. Let everyone else draw inspiration from you!

    Challenge assumptions. Why does every fight have to be winnable. Wouldnt an experience like fleeing a planet that was overrun because everytime we killed a monster it split into two be a more novel unique and memorable experience? Maybe later we find that feeding that monster a certain food is the only way from replicating it. Or maybe a weakness for that such as spreading a virus among monsters that exhibit that behavior. Theres plenty of animal life on this planet that a sword or gun isnt effective against. Its easy to guess that alien worlds may produce even stranger things. I would be much more enthralled and motivated by a game that had emergent motivations such as reclaiming my base planet from an episode of trouble with tribbles. Just watch some classic star trek for planet hopping inspiration!
    What if the plant life were mind controlling all the creatures making them aggressive and actually seeking you out. Flooded with monsters until you cut down every tree.
    As a company you need to stand out as different if you want to cut throug all the thousands of games.

    Leave the re-hashings to the modders. Provide novelty!
     
    Last edited: Apr 7, 2014
  16. Gettornado

    Gettornado Void-Bound Voyager

    We can ask the hole day, notching change it, every update that i see from the begin of the game was boring, sorry chucklefisch thats the reality.
    FatsackTony says how it is.
    I buy this game and i hope on the begining the game have a good progress, but nothing hapend, many letsplayers on youtube have to stop play this game on youtube.
    IU hope we play this game with mods the hole live, sorry but thats not senes.
     
  17. Yzzey

    Yzzey Heliosphere

    wat
     
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  18. Lintton

    Lintton Guest

    I do agree sonewhat with what FatsackTony said, though I wonder at its feasibility. In order to truly appreciate the large amount of places you can go in starbound, there needs to be just as much variety in behavior and situations that the player can get into. I think the part placement is a good step in that direction, as well as many of the suggestions here, as the monsters don't utilize enough attacks to make them stand out. It was only yesterday I realized some had targeted blink, and not abusing it like I'd imagine real players would do.

    But they asked about mob behavior, and I provided. It is the consideration of every suggestion that will help the devs.
     
  19. sleepy123

    sleepy123 Big Damn Hero

    Hold your two-horsed chariot. Some ideas here were certainly innovative. Take a good look at them. True that there are also many which borrow ideas from other games but hey, it's about fun; if an idea is good it's ok to use it. That doesn't mean I'm against original content, but borrowing good ideas has been done in gaming industry since its very beginning and, if done properly, it creates healthy new unique franchises. Look at 2d Castlevanias, Metroid, Mega Man, even Metal Slug, to an extent. All of them have some common ground yet they shine for their own extra features. I'd be happy if Starbound's combat and platforming was as good as those... with a personal touch of uniqueness.

    Modders have feelings too and they have groundbreaking ideas every now and then. Let them do whatever they feel like.

    I recommend measure: Original content, yes, but there's no shame in using some good old mechanics. Just keep it balanced.

    Don't tell me you don't love the 1984-esque Apex. Did Chucklefish write 1984? I don't think so, but they added space apes and their own perspective and it doesn't look like a recycled mishmash, but instead it fits quite well.
     
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  20. Wurmheart

    Wurmheart Subatomic Cosmonaut

    Odd advice coming from someone that did so himself regardless: http://community.playstarbound.com/index.php?threads/more-combat-stuff.76619/page-12#post-1920796

    And there's a few problems with your reasoning:
    -Games have been around for quite a while, to create a game with nothing but original ideas is incredibly difficult if not impossible.
    -Most is based on real life, or certain myths & fiction anyway. Very little is truly a 100% unique idea.
    -With existing ideas you know their flaws and benefits a whole lot better. Yet with new ideas you'll need to test if they actually work out as you hoped they would. Improving existing concepts is a lot more likely to work reliably.
    -Suggestions/Mods are never always stolen, that's just a (by definition flawed) blanket statement. what you likely meant or should have said was that a lot of suggestions and mods aren't original.
    -As for working with your strengths part. It's the other way around. Having a brilliant building game won't matter much if you're constantly murdered by enemies, can't play it due to bugs, or if there's simply no benefit to building anything.

    Besides what's the harm in using someone else's idea/mod if it is a good concept/piece of work?
    Starbound becoming less original? It is hardly original as is. It's one of 3 current 2d sci-fi sandbox games ( Edge of space & Darkout ).. The races are based on animals from our planet and their lore is taken from old civilisations/books anyway.
    Originality simply does not indicate quality, and as gamers we're better off for that fact.
     
    Last edited: Apr 7, 2014
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