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Posted by ijed on 2008/08/24 20:31:46 |
Thought I'd start a thread on this, it could have gone in Gameplay Potential, but this is more specific.
What are the favoured special abilities for monsters to have?
Shield
Homing shots
poison
wall / ceiling climbing
leaping
explosive death
ressurection
cannabalism
spawning / cloning
Teleportation
Dodging
That's off the top of my head, anyone have any other cool ideas or concepts?
And what new abilties could the old monsters have - like Scrags that change to swimming if they enter water (thanks text_fish) or an Ogre that pisses on the player after killing them (thanks Romero). |
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Hell Knight
#21 posted by necros on 2008/08/24 22:40:32
the cool thing i like about his attack is that sometimes you can just over a bolt. even though i'm not a fan of rail shooters, i do like that kind of thing in a few monsters. spread attacks that are slightly random like the hell knight i think can be a good thing.
i liked the stomp attack the guardian has in doom3. it's not random, the fire balls are even spaced, but they move slow and are avoidable fairly easily. they're the kind of thing that keeps you moving, but also thinking about where you're moving to.
#22 posted by anonymous user on 2008/08/24 22:43:15
It would be interesting to see the Shambler's imperviousity code implemented in a lower class monster, though. Something that would serve as a more melee-oriented Death Knight replacement, I guess.
About resurrection: Omus' idea of halving the HP is fine though it may be kind of useless for stronger monsters (i.e. Shamblers or Gugs). An alternative would be bringing back dead monsters as Zombies, though that may be inappropiate in a few cases (Rotfish? Vores?)
Good Stuff
#23 posted by ijed on 2008/08/24 22:53:26
I've got an idea for a ghoul monster, but don't know if I'll be implementing it.
The idea is to rip off Lovecraft's ghouls and have a pack of them living in tunnels inaccessable to the player - spawnpoints, basically, but with a limited amount of ghouls.
If injured then the ghoul runs away, heading for the nearest tunnel entrance to escape, every ten seconds or so the game checks if there are any ghouls hiding in the tunnels and if so, spawns one from one of the points (that's not near the player). This may sound like an NPC creature, but they'd still attack the player, and maybe try to feast on zombies as well - but then run away almost immediately as the zombie fought back.
Also to have them recover health by eating corpses.
As for spawning, I was thinking of a necromancer type enemy - creating zombies out of dead grunts and / or enforcers. The ammo problem is solved by the replacement for the player axe, which can gib zombies.
Thanks for that list, Lun.
Idea
#24 posted by anonymous user on 2008/08/24 22:55:05
A monster that blows up corpses. Cleans up the mess after large hordes!
Oh Also
#25 posted by necros on 2008/08/24 22:59:01
one other problem with resurrection, at least if we're talking an addition to quoth (or any mod with this feature).
corpse removal. :(
sure the ability to turn off corpse removal on some monsters is there, but it would be very telling if all of a sudden, the corpses of the monsters you're killing don't disappear. it would be an all too obvious sign that a rezzing monster was up ahead.
then you could just disable corpse removal globally? well yes, but corpse removal was to help huge maps with edicts. that means huge maps couldn't really have rezzer monsters. :S
#26 posted by Kell on 2008/08/24 23:04:18
The idea is to rip off Lovecraft's ghouls and have a pack of them living in tunnels inaccessable to the player - spawnpoints, basically, but with a limited amount of ghouls.
Yeah, the ghoul is the aforementioned 'low -> mid' level cannon fodder monster we intend for Quoth.
I don't want to add specific gimmicks to it, but I have pondered the 'endless spawning of weak enemies' feature in relation to ghouls. I even have a location in a completed but unreleased map that is waiting for this to be tested.
Idea
#27 posted by ionous on 2008/08/24 23:06:58
Monster that has low health (3 DBS shots) that alternates between a railgun, and a negation field (think Fortune from MGS2) that causes all shots to re-direct around the monster. It could not fire while using the negation field. The only weapon that could hurt it while it had the field up, would be the the lightning gun, since every other projectile is metal based.
Maybe another form of enforcer (field is technology based), or a higher-level vore (shield being magic based).
On The Lovecraft Theme..
#28 posted by Omus on 2008/08/24 23:15:54
..There aren't many large swimming monsters around, but making a water only monster with a lot of effort put into AI would not be very rewarding because it would probably be rarely used, so it would be better if it was amphibious. Inspiration to start off with: http://en.wikipedia.org/wiki/Deep_One
Video game take: http://www.youtube.com/watch?v=bvjhKHyWufs
#29 posted by Kell on 2008/08/24 23:33:44
so it would be better if it was amphibious
Again, necros and I had a swim -> walk monster planned. I did consider making a Deep One for a while, since it seemed the obvious choice for an amphibious monster in Quake. Too much other content to do though.
As for a large swim monster - that's more likely to happen. I don't expect it to be used often but it doesn't have to be - as long as there is a place for it. I think there is a place for a larger, more challenging swim monster in Q1SP. What say ye?
Other Possibilaties For Swimming
#30 posted by HeadThump on 2008/08/24 23:41:02
kelp weeds that grab you. They take very little damage to destroy, but can add some tension to tight underwater tunnels.
#31 posted by ijed on 2008/08/24 23:41:38
Yeah, the ghoul is the aforementioned 'low -> mid' level cannon fodder monster we intend for Quoth.
Ok, I'll leave that to you guys then.
I was thinking a map-specific ghoul limit though, so as not to break monster count.
I remember the first time I saw the plethiosaur thing in HL1 - fucking awesome.
Swimming monsters are underused because the assumption of id back then (I assume) is that keyboarders would have a hard time fighting and moving in three dimensions at the same time. Bad explanation, but you know what I mean.
#32 posted by Omus on 2008/08/25 00:00:30
I immediately thought of the shark alien from half-life, that thing made you actually fear the water because it was faster than you, and having chunks taken out would completely disorient your view making it harder to escape. A monster like this in Quake would actually fit right in if used sparingly. It would obviously need a suitably dark design, maybe a giant relative of the rotfish with oversized head, eyes and jaws.
#33 posted by Omus on 2008/08/25 00:00:30
I immediately thought of the shark alien from half-life, that thing made you actually fear the water because it was faster than you, and having chunks taken out would completely disorient your view making it harder to escape. A monster like this in Quake would actually fit right in if used sparingly. It would obviously need a suitably dark design, maybe a giant relative of the rotfish with oversized head, eyes and jaws.
Another Idea...
#34 posted by PM on 2008/08/25 00:07:22
A monster that spawns with and/or can create killer satellite objects that orbit the monster. These orbiting satellites can shoot at nearby players or possibly incoming fire, much like Chmmr zapsats from Star Control 2. The bloodcube from Zerstorer does this for the player, but it is overpowered.
Also, monsters with a special, glittering screen so that anytime the player hurts it, an energy missile is automatically shot back at the player.
If I Were
#35 posted by Text_Fish on 2008/08/25 00:11:36
to choose one option from the list then wall/ceiling climbing would definitely get my vote. In fact I'd like to see that applied to Vores, or perhaps a variant. VoreLords?
This might involve a bit too much of a shift in Quake's AI, but what about a 'commander' style monster that organized the troops? As long as the commander is alive and in the vicinity of a battle there would be no infighting and he could maybe even have some defensive powers, such as summoning a shield around one of his soldiers.
Familiars
#36 posted by ijed on 2008/08/25 00:13:22
Yeah, or a monster that has no attack, but orbits another and heals it as it takes damage.
For a big underwater creature a cthulhoid monstrosity would be good, but a fucker to animate.
That Would Be Kind Of Great
#37 posted by HeadThump on 2008/08/25 00:18:43
As long as the commander is alive and in the vicinity of a battle there would be no infighting and he could maybe even have some defensive powers, such as summoning a shield around one of his soldiers.
If you also got the minions to instantly turn on one another in a spasm of violent power bidding, replay value would be added by simply seeing how many you could leave alive for the event.
#38 posted by Kell on 2008/08/25 00:20:55
Ok, I'll leave that to you guys then.
Well, don't feel I'm trying to claim dibs on monster designs here. I'm just letting folks know that there's a ton of stuff that's been in potentia for a long time.
I will never allow Quoth to be dictated by popular opinion, but since certain monsters seem to be the biggest controversies or objections to Quoth I might as well pitch concepts into the conversation where it seems people are already thinking about them.
Bad explanation, but you know what I mean.
Indeed. I think the frequency of water deep enough to fight in might also have been a factor - the effort required to make a larger swim monster might not be well spent if deep water occurred only rarely in the game.
a suitably dark design, maybe a giant relative of the rotfish with oversized head, eyes and jaws.
I was planning a rotten, zombiesque version of a deep sea angler fish.
fear the water because it was faster than you, and having chunks taken out would completely disorient your view making it harder to escape.
I think Half-Life's water fogging also contributed to the appearance of ichthyosaurs. The second room in which you encounter them - after the initial debut with the shark cage - was a machine room flooded to great depth, and murky. There's a kind of vertigo one experiences when looking down into apparently bottomless water, and this room nailed it.
Couple that with the slidey breaky catwalk and narrow choke points for escape from the water and you have real phobia-like aversion to even getting into combat in the first place.
However, the plan for the Quoth equivelant was not for a monster that swims faster than the player, but rather something slower but with some sort of spitting ranged attack and a fearsome melee bite.
Would players prefer an icthy like monster instead? Why?
Well
#39 posted by necros on 2008/08/25 00:25:44
For a big underwater creature a cthulhoid monstrosity would be good, but a fucker to animate.
not as hard as you'd think. i'm currently creating a bunch of marine type creatures with fins and tentacles and stuff and you can pretty much automate most of that with scripts. as long as you have a decent hierarchy, you can just use springs and never even have to touch those parts.
Blink Dogs
#40 posted by HeadThump on 2008/08/25 00:25:56
as a variation on teleportation. Instead of popping in and out from one place to another, they achieve a state of semi transparency* with their movement increased by a factor of three. Nearly impossible to hit in this phase, but they are also unable to attack in it as well.
Transparency can't be done in the unmmodded Quake engine except for sprite. Perhaps switch to a Sprite entity for a phase out? Then again if sprites only use masking, it may still be a no go.
#41 posted by ijed on 2008/08/25 01:13:55
Well, don't feel I'm trying to claim dibs on monster designs here.
Not at all. I'm going for more a of a rework of the original monsters anyway, and my ghoul idea was never a firm plan either - I'm still learning the qc.
Blinking - I'm thinking of this for the Scrags.
Directional Guarding
#42 posted by Preach on 2008/08/25 01:34:42
Making attacks not register in one direction possible in the quake engine, although it would take some rewiring of the t_damage function to make it happen. The outline of what you need to do is:
1) Get the v_forward vector of the monster's facing angle(here we are assuming the shield faces straight forwards, feel free to substitute another angle when calculating v_forward)
2) Normalise the vector of the offset between where the damage is being taken and the origin of the monster. This step might be non trivial although the origin of the inflicter would probably work in lots of cases.
Note that for shotgun pellets that won't work too well, since it should matter where you aimed them, but this method would always find the vector from the player to the monster, rather than from the point of impact to the monster's origin. t_damage doesn't know anything about that, so you might have to rewire it with an extra parameter, which is a pain.
3) Take the dot product of these two vectors. If the result is less than, say 0.1, then don't do any damage. This effectively blocks attacks in a cone of angle arccos(0.1) in front of the monster. Increase this number to narrow the cone.
Doing a bit of a cone helps to make edge cases where you're directly above the monster go away. If you aren't too bothered about that, then you could reject if the dot product is negative, a full 180 degree frontal shield. If you do that, one advantage is that you can skip the normalisation.
That's the basic idea, but two other complications spring to mind. One is that you've also got to worry about not spawning blood when you hit the shield - since that isn't decided by t_damage but just by the entity's takedamage type. It would be a lot easier if t_damage returned TRUE when damage is done and FALSE otherwise, but that's another one of those big rewiring changes.
The other problem is that quake monsters are fairly relentless in their attempts to turn and face you, which makes an invulnerable shield to the front quite a formidable obstacle. Once you've got a rocket launcher you can start splashing them from behind, but with weaker weapons you might struggle. You could give the monster greatly reduced yaw_speed, so that a player could out-turn them long enough to fire.
A possibly better alternative would be to give the monster some kind of attack where they stay facing the same way for a number of frames. A straight line melee charge would be the most natural example. That way, if you succeed in avoiding the charge, there's a moment to return fire before they recover to turn and face again.
Monster_death_guard
#43 posted by Shambler on 2008/08/25 02:13:19
The chop attack might be slow and avoidable but that's somewhat compensated for by the guard not actually needing to hit you, nor scarcely get near you, to do damage.
Same with the Drole or whatever it's called. I'd rather that got fixed before new monsters were introduced.
Shields
#44 posted by Lunaran on 2008/08/25 02:18:03
I thought of that approach, but the thing I don't like about it is that if you're looking at the monster from the side he could have plenty of exposed meat, but since you're still inside the cone none of the shots do damage. You'd need to be able to fire past the shield.
I want to go overboard and, say, for every frame of his animation define a point and vector for the center and orientation of the shield (so he could lift it when defending and hold it to the side when attacking). Assume the shield has a certain radius, and when a damage trace hits it, do a further comparison to see if it goes through the circle. If so, bullet puff, else, blood.
Yes I'm mad and it would take tons of rewiring, and the math might be beyond quakeC, but nothing ventured, nothing gained, right?
Okay
#45 posted by Text_Fish on 2008/08/25 02:22:46
I'm a QC nub so this is probably an atrocious suggestion, but couldn't a separate, impenetrable entity be attached to the front [or wherever] of the monster?
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