[ian-reeds-games] Re: Need ideas for a demon

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 22 May 2015 14:00:56 -0400

Sure, no problem.

Al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, May 22, 2015 9:31 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Could you please send me what you have for the torpedo's aura thing as well?

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:

Alright!

I think I've contemplated making the aura for a character before, when
I first started making the pack, but I ended up forgetting about it.
So thank you for the reminder!

No need to apologize, I don't mention everything I try anyway, so even
if you were looking at every email you still wouldn't have a way to
tell what I did and didn't attempt...

On 5/22/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Okay, I'll put something together as and send the dropbox link tonight.

I just remembered that there was another neat effect that might work
for your demon dude.
It's an aura that circles the unit as it moves around. Well it's more
in a cross pattern but you get my drift.
Basically as it passes other units it can deal damage. In my starship
battles template map pack the race known as aura singh have a torpedo
that uses this aura affect.

Maybe that stacking script Craig made could help in some way? You
probably tried that to. I've been out of the loop for a while so I
apologize if my suggestions are things you've already done.

Al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Thursday, May 21, 2015 11:08 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Eh, it might still attack the unit even if it can't cause any damage,
if it can still cause an effect to be placed on the target. It's
happened to me, anyway.

Makes sense, yep. I've got the protect flag there, it's just not
total protection as of yet.

The limitations for summoning doesn't work yet with scripts though,
unfortunately. So a summon script will be able to summon on whatever
terrain, even if it's on the impassable list for the summonee.

Might be, although I might give it a try. If for nothing else then to
see how well it works.

I know what you're talking about here, I tried something similar when
I wanted to have dragon riders...didn't quite work as well as I
wanted to, though.

On 5/21/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I know that the AI won't use an attack on something that it can't
damage.
Maybe the lighthouse roof terrain can cover the units using the
protect flag. Then the units on the lighthouse couldn't get attacked.
I hope that makes sense.

Yeah, the AI has a little trouble with using skills on terrain like
that.
Although it does know how to use summon on terrain for units that
are limited to that terrain. For example: the AI that can summon a
ship, which can only be used on water due to the terrain limit flag,
will only summon that ship on that terrain. Not sure where I'm going
with that, LOL. Perhaps a summoned Frost elemental could leave
behind it some temporary terrain that could work as an ice bridge of
sorts. Thus it could travel over water while it goes to the land to
beat up on the players units. The Raiders might need that ice bridge
terrain allowed for them so that their attacking forces will be
summoned on the ice bridge an move forward before it melts.
I don't know, it might be more work than it's worth, grin.

There is a way, sort of, to have a structure that is filled with
certain types of units to be able to kind of use those skills the
units have. In my defunct StarCraft map I had a bunker which Marines
can climb into. When they went in the structure would gain actions
equal to the number of units inside it up to a certain amount. That
way it would simulate the Marines firing from inside the bunker.
Once the Marines left the bunker lost all its actions.
It's a lot of work so that is why I only let one type of unit going
to the bunker. If it interests you, I can send some files to show
how it
works.

Al








-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, May 20, 2015 11:31 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Hi,
I can't even recall if you were one of the ones who wanted to test
it when I asked a while ago, aha.
I actually have all of those damage types apart from disease (and
that's something I've been debating on adding for a while now). I
have elemental demons, so fire, water, earth, air, ice and lightning
demons are currently in existence. Acid added to the sword...hmm, I
could do that. What would be really awesome is if equipped items
could add effects to skills when they're being performed... Maybe I
or someone else can script that...not sure though.
Some of those other skills have already been made for one thing or
another, so sure, I can add them. I'll have to figure out if I want
my demon to have a whip as well, although then I might as well just
call it a
Balrog hahaha.

Yes, I remember reading about "Greek fire" way back. Not quite sure
what kind of structure I'd be making for that though, hmmm.
I didn't even think of a chain, to be honest.
The lighthouse is quite big...I think I have it four tiles high and
five tiles wide, and there are a few archers and wizards in there
along with the catapults. Kind of wish I could have one-way windows
though, so I can shoot out of it but the ships can't shoot in, if
that
makes sense.
Whales and sharks are things I've been considering, and not only for
this level. Trying to come up with physical attacks for them is a
bit of a pain, but not as much as trying to figure out their
resistances
-- do they have the same as the octopus, or something different?
I've already got elementals as things that can be summoned, definitely.
They're rather useful. I'll probably be revamping their attacks
though, since their splash damage is weak when compared to the rest
of their damage.
The ice bridge thing would be awesome. Only problem is the terrain
thing...the AI isn't smart enough to form a bridge out of it.
Especially if the ship is seven to ten spaces away from the beach.
I also kind of wish that you could have ... like, structures that
have units inside them and the units can actually attack and
whatnot. Like, you can control the units even when they're loaded in the
structure.
That way you don't have to worry about gaining and losing points
when you send the units onto land or whatever.

You did give me some more ideas, so thank you!
And don't worry about the multi-email thing, I understand. Voice
recognition can be a pain!

On 5/20/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Sorry monkey. My voice recognition software thought I meant I
should send that last message. What I meant to say was that the
Viking Raiders could send long boats out to try to lower or
disconnect the harbor chain... I'm not sure how big the lighthouse is
supposed to be.
So it's hard to estimate what kind of artillery could be put onto
the lighthouse. I could easily see catapults on it which could use
some form of Greek fire. If animals are involved maybe a couple
whales could be summoned to ram boats a K a Moby Dick. I could see
some kind of lizard folk writing on sharks and giant sea turtles to
try to board some boats. A water Elementalist can be handy on either
side.
Surging waves could be summoned to smash into walls creatures and
other
boats.
An ice bridge can be formed between the ship and land to allow
Raiders to get to land quicker. Of course some fire to get rid of
the ice bridge
might be nice.
I hope that helped you out.
Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, May 20, 2015 8:31 PM
To: ian-reeds-games
Subject: [ian-reeds-games] Need ideas for a demon

Hello,
I'm making another demon for my packs, this one focusing more on
swordsmanship rather than elemental attacks.
I'm not quite sure what I should do for blade attacks, though. I'm
currently trying to make a sound for a multi-hit combo attack, but
since I only have one working earpiece for my headphones it's a bit
difficult because I'm not sure how it's coming up on both sides.
That's not what I need help with though.
For attacks themselves, what types do you think I should have? I'm
giving them the typical Dark Strike, since nearly all my demons
have that. Other than that though? Should I make some moves that do
a percentage to the victim instead of the typical hp/life force
inflict?

... I guess this probably makes the most sense to those who have
already seen what I have, but still. Any input is appreciated.

Also. I've done a level in which pirates are riding ships up to the
coast and coming to attack from there. As it is, I have a
lighthouse with several catapults that can destroy a few ships
before they start unloading pirates, and several octopi and a few
crabs that will also do a
bit of damage.
Should
I scrap the lighthouse entirely though, and just wait for the ships
to get to shore and/or the dock and start unloading their units?
Any ideas on things I can add to this level, apart from a random
collection of humans to battle the pirates?






--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/



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