DOING IT! ~ WEEK ONE

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DOING IT!

Week the first.

DOING IT! is a community event ran each week where a prompt is given and those who wish to fulfill it post their work here. It is entirely optional, you may join at any time - even after a week has finished. Feel free to post as many pieces as you like. Feedback is encouraged.

DETAILED EXPLANATION/QUESTIONS/SUGGESTIONS HERE

RULES
- Post your work in the thread, preferably with some small explanation about it. Whether that be about any troubles you had fulfilling the prompt, how you went about it or how you think it turned out is up to you.
- Feedback is highly encouraged, but optional. No flaming please. Constructional critique is preferred. If you see a piece without feedback, consider leaving even a line about it. Keep feedback polite.
- Keep posts on/in topic. Try not to get too off-track, please.
- "Borrowing". As these threads may include both original graphical and musical creations please ask the creators instead of just adding them to your 'collections'. If authors don't mind adding full works, go ahead, but partial works are also encouraged. If someone states in their post that they do not want their work used, please try to refrain yourself from grabbing with your grubby hands. It makes you look like a fool and a thief when others' point it out. People have been given bad reputations and ostracized from communities for doing this.
- You may add to this topic at any time. A link to this and the other weekly topics to come will be added to the main topic each week. Feel free to add new work to any of them at any time.

If you have any questions, suggestions or ideas for prompts please see the
original thread.


ENJOY YOURSELVES!

PROMPT: ENEMY CREATION
Let us begin with something simple to get the ball rolling, shall we? Monster/enemy creation. This can mean graphics, statistics, history, ideas, attacks, brainstorming or anything else to do with enemy creation. Whether this is the AI for the cars that try to squash froggie, a side boss in an RPG or even the dog that chases you away from the house you want to enter.

Go forth and create!



WEEK ONE - ENEMY CREATION
WEEK TWO - A CACOPHONY OF SOUND

LouisCyphre
can't make a bad game if you don't finish any games
4523


Designing battlers for mooks. :V (They count because I scanned them today :<)
They look great! That spider one - Beserker - kinda freaks me a bit. It looks like a spider with a giant eye. Love the plant-aspect you gave the Restorer too. I like the hunter best, though - something about the slime... ^.^ It looks a bit like a cross between a rabbite, a ball and a slimey.

Eh, I'll add something while I'm at it.

PEN HEN
DESCRIPTION: So called because of their pencil-thin legs. Found in forested areas, these white and purple birds are hard to locate. They build their nests next to water and coat the bottom of the nest in a rubbery bile that floats on the water. When a Pen Hen feels endangered it will push the nest onto the water and sail it to safety. Their long legs aid them in striding through mud, whilst their long claws grab for purchase in the slippery river bottoms.
HISTORY: Pen Hens were first encountered during the exploration of Rishkal Island by Lord Midin Louvelle. It is believed that the explorers' diet included both the elusive birds and their eggs.
RISK: Though hardly dangerous beasts they can be very territorial when a nest is nearby and will attack anything that gets too close. Brooding females are especially dangerous during the early Spring and can deal a lot of damage to any unsuspecting foe.
PRODUCE: Their feathers are harvested for costume creation and are considered a rarity on the mainland. The meat is considered too tough to eat, though some still hunt them for food. Their eggs are off-white with purple flecks and are considered a prize to egg collectors.
A boss that's been floating around in my mind for a while. All numbers are things I whipped up, I won't make any real decisions on those until I've got a skeleton of everything laid out. This boss isn't finished but for now I'm happy with the direction I'm taking him in (but the higher level AI will probably be upgraded).

Haruspex
A devil of divination whose predictions was one of the reasons for the invasion. Deals variable damage which can be augmented by his luck manipulation techniques.

Moveset
Lucky Stars: All allies have a chance of increasing their luck by multiple levels.
Rend: 1d40 Variable Damage.
Maximize X: Converts next X damage rolls to maximum damage. All maximize damage rolls automatically have confirmation. *
Curse: 2d4 Status Damage, chance of reducing luck multiple levels.
Ill Omen: Reduce target's luck by four levels.

* One (tentative) form of damage resistance is "Damage Confirmation X%". If a damage die rolls at the X% of it's highest value it will have to be confirmed. A second die with the same number of faces is rolled and if it is also above the X% the damage of the first die is confirmed. If the second roll doesn't meet the confirmation amount, the second die becomes the damage die. I'm still not sure if I like this idea though.

Weakness
Variable Shield! Variable Shield forces variable damage die to reroll when they roll 75%+ of their highest value. Variable damage is the Harupex's main source of damage and limiting that reduces his damage output. Variable Shield will also eat up all of the Harupex's maximizes die rolls, effectively making all turns using Maximize a wasted turn limiting the Haruspex to do 1d30, Status Damage, or changing luck.

Difficulty Changes
Easy: Never gains access to Ill Omen. Lucky Stars and Curse have a 50% chance of changing the target's luck level.
Normal: Lucky Stars and Curse have two 50% chances of changing a luck level (making it a 25/50/25 chance of no change/one level change/two level change)
Hard: See Normal, but with three chances. Won't use Maximize if the player has Variable Shield.
Extreme: See Hard, but Lucky Stars will always increase the luck level by one. All Maximize is increased by +2.

AI
Low Level:
1) Use Lucky Stars if Haruspex's luck isn't high
2) Use Curse if player's luck isn't low
3) If the Haruspex doesn't already have Maximize AND If a player can be killed with a maximized Rend OR the Haruspex's HP is below 1/3, use Maximize 1
4) Pop a Rend

Mid Level:
Similar to Low Level, higher HP threshold before using Maximze, Maximize upgraded to Maximize 2.

High Level:
Gains Ill Omen which will be used in place of Curse.
Glad to be participating.

The enemy that I'd like to present is one of the boss battles late in the first Episode of the game.



Achzarit ML13

An ancient Prelude Relic excavated by the Gradian Army, this particular machine was assigned to the Imperial/Alliance border fort in Gradia. After a series of test runs, this unusually powerful relic was deemed too dangerous for a variety of reasons, most notably its unbalanced friend/foe detection system and its cloaking system (that couldn't be fully controlled), and stored away within the fort. None of this has anything to do directly with the protagonists, but near the end of the episode, shit hits the fan and you'll find yourself having to fight this thing.

General Summary

Plotwise, this thing has no importance on the overarching plotline of the game (besides being one of the many Prelude era relics that both sides employ in warfare), and his presence serves mostly as a brick wall to the player near the end of the Episode, namely by nailing the players balls to said brick wall. I haven't got all the hard numbers and skills available just yet, but conceptually I want to make this boss difficult enough to earn his reputation, mostly by delivering hard hitting weapon strikes against the party and individual characters, and I'd like to employ the above mentioned cloaking ability within his strategy as well. I'm definitely fine tuning the latter, and I think it'll be interesting!

This boss is the culmination of everything the player has learned and gained up to this point.
Max McGee
with sorrow down past the fence
9159
Ironically I finished main production on my game at almost exactly the time this event started.
Feld, that's looking really fuckin cool.
Here's some stream of consciousness thought for enemies in my project..

SLIMES
The classic, simple slime. They only attack. They attack in multiple numbers though, and being a single person, this can prove somewhat dangerous at low levels.

FLYCLOPS
Eyeballs with bat-wings. They attack, and "bloodsuck", a lifestealing attack. They have quick movement speed and generally attack solo.

ZOMBIES
Undead humanoids. They rise from the ground before moving in for the attack. All their attacks restore their hitpoints based on how much damage they deal, but are in a constant degenerative state of losing HP every turn. At the appropriate player level, it balances itself out in the end, but if you find yourself at a low level, they will stay way ahead of their degen state their in due to how much damage they are dealing.

SPIDERS
Creepy crawly critters. They trigger and spring forth from the shadows when close enough, often times in two or more. It's best to sneak up on them and take them out one by one, or avoid them entirely if you're familiar with the area. They attack and have an absolutely crippling slow effect. Know when to run!

SLEECH
Leech-like enemies. They move slow and are easily avoided. Their bite is extremely painful and can be poisonous. Hangs out in damp, mossy areas, stays hidden in the foilage until their unsuspecting prey is nearby. Luckily, they are very weak and easily defeated.

GROCK
A big stone head. The head doesn't actually attack at all, and can't be hurt by anything except a certain form of magic. Blocks a path in the Spire.

SLITHUR
Snake-like enemy. Has a coiling attack that causes your attack meter to reset. Luckily they can only coil every two or three turns, and can be defeated before they do so, more often than not. They will attack in packs of two or three, though, so be careful!

GRUFF
Creatures that are covered in hair, and have huge mouths. They move around sporadically and at complete random, and have the ability to yell very loudly, which will startle the player if he is in range, and prevent movement for a time. The player is susceptible to enemy attack while startled.

GUNK
Slime-like enemies that stick to walls and doors. Must be defeated in order to get through certain areas. Almost always has an enemy companion to fight alongside himself. Has the ability to greatly diminish defenses of its foes, and is susceptible only to magic attacks. Color of the Gunk determines their elemental weakness.


mmmmhm.
HEY EVERYONE PARTICIPATE IN THIS YOU DICKS
Marrend
Guardian of the Description Thread
21781
An idea that's always been running in my head is a boss fight were the player is reluctant to do anything. Not in a "I have no chance of even touching this thing!" way, but in a "This is my significant other. How can I harm him/her?" kind of way.

The emotional connection between player and character is key. If done correctly, numbers almost don't matter. Indeed, they could be specifically low, so that the players almost have no choice but to commit murder if they do anything except "Guard" or use curative items.
post=137837
An idea that's always been running in my head is a boss fight were the player is reluctant to do anything. Not in a "I have no chance of even touching this thing!" way, but in a "This is my significant other. How can I harm him/her?" kind of way.

The emotional connection between player and character is key. If done correctly, numbers almost don't matter. Indeed, they could be specifically low, so that the players almost have no choice but to commit murder if they do anything except "Guard" or use curative items.

Reminds me of that boss fight from FFIV where you fight the ninja's parents (the king and queen that got mutated by the crazy doctor guy). That one creeped me out so bad when his nice loving parents suddenly turned him and said "JOIN US IN HELL."
post=137837
An idea that's always been running in my head is a boss fight were the player is reluctant to do anything. Not in a "I have no chance of even touching this thing!" way, but in a "This is my significant other. How can I harm him/her?" kind of way.

The emotional connection between player and character is key. If done correctly, numbers almost don't matter. Indeed, they could be specifically low, so that the players almost have no choice but to commit murder if they do anything except "Guard" or use curative items.

That's less dependent on being a good enemy designer and being a really good writer.

Interestingly enough, Xenogears did this. In the tournament you fought Dan, and if you did nothing but defend he'd eventually relent and toss Alice's wedding dress at you.

Also, thanks, narcodis!
LouisCyphre
can't make a bad game if you don't finish any games
4523
Setting up enemies so that they give turns... to other enemies on the field. Screen impending.
Completed first boss, "SPIDER QUEEN".



That's her encasing herself in a spider web barrier. The barrier must be destroyed before she can take anymore damage. She otherwise regens health until it is broken.
Woah that screenshot looks epic...
post=138167
Woah that screenshot looks epic...


well thank you!
@Feld
That RUIN FIST looks really cool *steals*


Uhh, WIP boss for a dead (sort of) side project.

Robotic Samurai armor or something.
OK, I'm going to post a little about a final boss I was making, just in case it helps anyone.
Here goes:
Background: Iamiei is a vampire lord in charge of the small underworld capital Gendyale. About 20 years ago he launched an attack on the land of light, angry at humans. He was defeated by a vampire, a swordsman, and a mage. He recently cursed a human boy turning him into a vampire. The only way for him to turn back was to defeat Iamiei.
Weaknesses: Like most vampires, Iamiei is weak to all attacks oriented around the sun: Meaning anything holy, light, or fire. He can be healed by darkness.
Important Moves: Drain- Iamiei can drain the HP of any character, around 500-700 damage and he recovers the same amount of health.
Summon Vampire: Most likely his most useful skill, Iamiei can summon up to two vampire allies to heal him, harm his enemies, or curse his enemies.
Shade Cover: About once every 5 turns, Iamiei can shield himself from light increasing his resistance.
Important Notes: Iamiei's skills revolve around inflicting status conditions on the entire hero party, mostly causing them damage over time, or incapacitating them.

I hope some of you found this helpful, if not *shrugs* sorry :)
Sorry for not showing quite yet, but what is the code for posting an image? I haven't typed out html since it was <img src> but I haven't been able to get that to work and I can't find it in the forums. I thought I'd get clever and look at the page source...but it just says <img src>! Nooo! :D Is the problem coming from me trying to link to an image in my locker?
LouisCyphre
can't make a bad game if you don't finish any games
4523
[img][/img]
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