View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009733 | Shattered Haven | Suggestion - Enemy Ideas | Oct 13, 2012 9:50 am | Jan 27, 2013 3:41 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | fixed | ||
Summary | 0009733: New NPC - Squid Friendly | ||||
Description | As planned in the 2nd level of the tutorial, we need a squid NPC that follows the player around but will pursue and kill any enemy. (most notably, Grays) Once established, I can more effectively lay out the route leading to the abandoned prison. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
* There is now a "Key Antagonists" section of the FG Objects selection window. Shadow Man has been moved there, and the following have been added: ** ZombieMom, which has temporary graphics and works like a New Gray - Fast (let me know if any variants of her are needed). ** SquidMonster, which follows you and kills you. The graphics for this are in from heavy cat, happily. ** SquidMonsterPassiveFollower, which follows you but doesn't hurt you. I still need to put in the code for it to attack zombies that get too close to it via its tentacles. |
|
* Under "Key Antagonists," added a new SquidMonsterEgg enemy. ** It hurts you if you touch it, but otherwise just sits there. These are for Alden Ridge, when the player is trying to kill all the squid eggs to defeat the Squid Monster at the end of the game (assuming they don't go for the Shadow Man ending). |
|
* Added a new SquidMonsterTentacle object to the Key Antagonists section. ** I don't know that there will ever be direct use for this as a directly-placed object, but it's something that might be useful in scripting and is also something that the SquidMonsterPassiveFollower spawns. ** These tentacles last for three seconds, and kill any non-invulnerable monsters that touch them. They don't block or harm the players. |
|
And at last we come to the end: * The SquidMonsterPassiveFollower now attacks any other monsters that get in range of it with SquidMonsterTentacles (up to 8 at once max, though). ** Thus it's not truly about how close it gets to Pierce, but how close the monsters get to the squid monster itself. |
|
Here is some feedback and a few requests for Zombie Mom and our resident squid! - At first I disliked the idea of its eggs hurting you, as they're only eggs, but after seeing how scary & red they are, I agree that they look deadly to touch! - Zombie Mom is implemented in the game's opening areas now. All she needs is those Caucasian graphical updates! - The squid tentacle can definitely be used by itself -- I want to repeatedly show it in the lower corner of inside the prison complex, to portray the squid constantly reaching in for the kids. This is one of the reasons I requested the "call script repeatedly" condition (command?). - The squid's attack range is way too wide! It was killing sharks that were swimming out in the lake, lol! I think you set this range to make sure the kids were well-defended as it traveled at a distance. Instead, I think the squid should follow them more closely. - The squid's tentacle should disappear after two seconds instead of three. This will ensure the player knows what happened without implying that the tentacle can do yet more damage. - The squid has a difficult time following. Sometimes it stops between two trees and needs egging on. Can it use the same pathfinding that Lela does? - I think the squid might need to attack more frequently. I want the kids to be nearly safe, even when a "single file" horde emerging from spawn points approaches. |
|
Oh, forgot to mention -- the squid looks wicked cool! I had always imagined a large, round octopus, which wasn't imposing except for it size. This portrayal is stunning and very creepy! |
|
For next version, I know this is vague, but we'll see how this feels: * Various improvements to the squid monster to make it path better and feel more natural, based on Zack's latest suggestions. I agree the squid looks awesome! |
|
The squid behaves beautifully, now! All the issues I had seen are resolved. However, I have now seen an instance where the squid is so anxious to join Pierce that it runs headlong into some trees and remains stuck there. Screenshot will be attached shortly. |
|
|
|
By the way, last night I thought I might have nightmares because of how the squid follows Pierce. After it stops pathfinding, it waits a moment, and then scoots in *even closer.* The length of that delay varies, sometimes, which makes the squid seem like it's not just following, but watching aggressively. This could not be cooler! (The reopened issue note is above this one.) |
|
Awesome! Regarding new bug reports that are only tangentially related to the original thing, I'd generally prefer a new issue rather than one being reopened -- it just makes it a lot easier to keep track of what is going on. The reopening of issues should be resolved for a specific bug which was thought to be fixed but actually wasn't. At any rate, I really can't duplicate this issue with the squid; if you have any steps for repro, or are able to see it repeatedly, do let me know... |
|
Ah, okay. I thought it was the original issue, since the request was to create the squid but his behavior was off. I'll follow this practice going forward. All I remember is that I was walking south as it was catching up to me, when it happened. I'm closing this issue because I have taken the "AllowsNormalGameplay" condition back out. It was cool letting Pierce move around while it was blazing in, but it was causing multiple problems, including allowing Pierce to exit before the script completed. Now Pierce stands frozen in fear, which seems very convincing. |
|
Ah, that makes sense. Also, I think this is of relevance: * Fixed a bug where the delta time for a particular frame could get a lot higher than it was supposed to in some cases, leading to monsters or player clipping through targets and getting into trees and such. * Fixed another bug where the pathfinding recalculations were not properly framerate-independent, and thus were putting extra load on the CPUs of lower-framerate and higher-framerate scenarios compared to what their ideal-framerate counterparts were supposed to have. |
|
Whew! Sounds deep. |
|
It only ate about half an hour, fortunately, on this one. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 13, 2012 9:50 am | GameMaker24 | New Issue | |
Oct 13, 2012 9:50 am | GameMaker24 | Status | new => assigned |
Oct 13, 2012 9:50 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Jan 21, 2013 9:21 am | Chris_McElligottPark | Note Added: 0030052 | |
Jan 21, 2013 9:55 am | Chris_McElligottPark | Note Added: 0030053 | |
Jan 21, 2013 10:19 am | Chris_McElligottPark | Note Added: 0030054 | |
Jan 21, 2013 10:35 am | Chris_McElligottPark | Note Added: 0030055 | |
Jan 21, 2013 10:35 am | Chris_McElligottPark | Status | assigned => resolved |
Jan 21, 2013 10:35 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 26, 2013 2:08 pm | GameMaker24 | Note Added: 0030253 | |
Jan 26, 2013 2:08 pm | GameMaker24 | Status | resolved => feedback |
Jan 26, 2013 2:08 pm | GameMaker24 | Resolution | fixed => reopened |
Jan 26, 2013 2:10 pm | GameMaker24 | Note Added: 0030254 | |
Jan 26, 2013 2:10 pm | GameMaker24 | Status | feedback => assigned |
Jan 26, 2013 3:15 pm | Chris_McElligottPark | Note Added: 0030255 | |
Jan 26, 2013 3:15 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 26, 2013 3:15 pm | Chris_McElligottPark | Resolution | reopened => fixed |
Jan 26, 2013 8:14 pm | GameMaker24 | Note Added: 0030268 | |
Jan 26, 2013 8:14 pm | GameMaker24 | Status | resolved => feedback |
Jan 26, 2013 8:14 pm | GameMaker24 | Resolution | fixed => reopened |
Jan 26, 2013 8:16 pm | GameMaker24 | File Added: Screenshot_2013_01_26_20_12_40.png | |
Jan 27, 2013 10:39 am | GameMaker24 | Note Added: 0030282 | |
Jan 27, 2013 10:39 am | GameMaker24 | Status | feedback => assigned |
Jan 27, 2013 12:20 pm | Chris_McElligottPark | Note Added: 0030285 | |
Jan 27, 2013 12:20 pm | Chris_McElligottPark | Status | assigned => feedback |
Jan 27, 2013 1:06 pm | GameMaker24 | Note Added: 0030286 | |
Jan 27, 2013 1:06 pm | GameMaker24 | Status | feedback => assigned |
Jan 27, 2013 1:06 pm | GameMaker24 | Status | assigned => closed |
Jan 27, 2013 1:06 pm | GameMaker24 | Resolution | reopened => fixed |
Jan 27, 2013 2:59 pm | Chris_McElligottPark | Note Added: 0030292 | |
Jan 27, 2013 3:26 pm | GameMaker24 | Note Added: 0030294 | |
Jan 27, 2013 3:41 pm | Chris_McElligottPark | Note Added: 0030295 |