View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018103 | Starward Rogue | Suggestion | Dec 31, 2015 7:26 pm | Jan 4, 2016 7:26 pm | |
Reporter | Pepisolo | Assigned To | Misery | ||
Status | resolved | Resolution | no change required | ||
Product Version | 0.207 | ||||
Fixed in Version | 0.800 | ||||
Summary | 0018103: Enemy Prototype -- The Banshee | ||||
Description | This is an enemy I've been working on that is meant to just wander around slowly until fired upon, at which point it unleashes an horrific banshee scream spray of bullets. The other main mechanic behind this enemy is that you are meant to take it down in as few shots as possible. The more shots you hit it with, the scarier it becomes (it gets faster, shots get bigger etc). Here's the video (sound effects not in-game engine or created from scratch, also the audio seems slightly out-of-sync, that's a video thing not game problem). https://dl.dropboxusercontent.com/u/30011618/Starward%20Rogue/Starward%20Rogue%20--%20Banshee%20Enemy%20Prototype.mp4 I wanted an enemy that when you see it on the screen, it makes you stop and think at least for a second. It's pretty easy to take down as long as you are paying attention. When it's most dangerous is when you switch off and let a few loose bullets fly. I just used a hue changed BlindLady ship and FangsPurple shot for the art. Seems to be coded a bit cleaner than my other enemy( I used a loop!). Code available of course if there's any interest in the design for the game. Seems to work as just an unassuming wanderer. The ferocity of its bullet blast is needed for the scare factor and to balance the fact it never just outright attacks you. Oh, one other extra feature I added is that the Banshee Scream can destroy missile breakable walls. I imagined this as a little secret nuance that players could use to save a missile here and there. It works because the enemy is so easy to bait (it's just dangerous to do so). This might be counter to the general enemy design, though. Edit: Oh, the only one thing that I wasn't able to do with this enemy that I wanted is that I wanted all glass objects in the room to be shattered once it screams. I don't think there's a way to do this in the engine. | ||||
Tags | No tags attached. | ||||
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Hah, I like this one. This is a good concept. And you clearly have a bit more patience for dealing with arcing bullets than I do; stuff I'm inspired by doesnt even use that concept much so I'm not always sure what to do with them. Also the game gets a little weird about them sometimes... Or maybe that's just me not using them well! But anyway, send it my way like you did the spider one (which I havent forgotten about!) and I'll have a look at it. I already like this one alot, this'll probably be added. I might try to stick them in tonight, actually. I'll mark this as resolved since nothing needs to be done with it on Mantis here. |
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I'm really glad you liked this one. It pretty much worked out like I had imagined, and I've played with the enemy in-game for a bit and it can be a scary little dude. I'll send the code a bit later today probably, thanks. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 31, 2015 7:26 pm | Pepisolo | New Issue | |
Dec 31, 2015 7:33 pm | Pepisolo | Description Updated | |
Dec 31, 2015 7:33 pm | Pepisolo | Description Updated | |
Dec 31, 2015 7:46 pm | Pepisolo | Description Updated | |
Jan 4, 2016 6:22 pm | Misery | Note Added: 0043969 | |
Jan 4, 2016 6:22 pm | Misery | Status | new => resolved |
Jan 4, 2016 6:22 pm | Misery | Fixed in Version | => 0.800 |
Jan 4, 2016 6:22 pm | Misery | Resolution | open => no change required |
Jan 4, 2016 6:22 pm | Misery | Assigned To | => Misery |
Jan 4, 2016 7:26 pm | Pepisolo | Note Added: 0043976 |