Rusty wrote:we will need a larger group than the first one. Then break up into smaller groups to work on different tiers. We need to bring in everyone who can and wants to help.
Arkham wrote:I wouldn't mind making a custom monster for the Tier 3 guys, providing they could be something fairly simple that wouldn't take a ton of time to model/texture/animate.
SixshotOverdrive wrote:Alright, first attempt caused an infinite spawning loop.
SixshotOverdrive wrote:Will do, thanks Webb.
Alright, first attempt caused an infinite spawning loop.
The spectre's set up to spawn a new monster and kill the one it's casting on.
So tier1 monster turned another tier1 monster into a boss, and spawned 4 tier2 monsters (because the target died).
Tier2 monster turned another tier2 monster into tier1, and spawned 4 tier3 monsters.
original tier1 monster turned new tier1 monster into a boss, and spawned 4 more tier2 monsters.
Phanjam wrote:LOL! Did you crash your rig when the screen filled up with monsters ?!
Webbstre wrote:Oh right, I was originally going to suggest that the re-created base monster be a separate monster - identical to the base monster but without the minion spawning. So I guess you need to make a Base Monster and a Base Monster clone for this to work.
SixshotOverdrive wrote:For now, cloning seems like the easiest option. Here's the Prototype Mod if anybody wants to play around with it.
The minion spawning/converting effects are set up, but I haven't done much with the other skills. (i.e. there's no buffs or death explosions)
I haven't made the spawnclasses either, so you'll need to spawn them through the console. (open it and type 'splitter1')
Phanjam wrote:But Ark, wouldn't any custom monster be a lot of work, not so much because of the mesh but more because of having to come up with new animations?
Rusty wrote:Wow, that was really fast Sixshot!
Rusty wrote:Whatever we decide on, though, it seems like the monsters should be thematically consistent. If Tier 2 winds up being skeletons or zombies or something, that would work for either of my examples, but I wouldn't want Tier 3 to be worms or body parts if Tier 2 is going to be something that doesn't seem like worms/body parts would pop out of when they die.
Anyway, yeah, we should really rough out the monster types we're going to use before anybody starts working on them. I do like the 'exploding into worms' idea. So working backwards, the tier2 monster should either be a tentacled beast or an insectoid with carapace that they could feasibly be hiding in.
spacepirate wrote:Going with the premise of
spawnpack of 2-3 base monsters
base -(dies)-> 1-3 tier2
tier2 -(dies)-> 3-5 tier3
base makes tier2 -> base via slow casting spell
base + tier3 -> boss
and maybe tier2 + tier2 -> base if the caster has low health, since we can rig an AI trigger for that
For a second, I was wondering how you kept the base monsters from upgrading each other right away. Then I remembered we only start with one.SixshotOverdrive wrote:With the premise of spawning 1 base model
base -(dies)-> 4 tier2
tier2 -(dies)-> 6 tier3
base makes base -> boss via skill
tier2 makes tier2 -> base via skill
spacepirate wrote:Also, on the conversion skill, was DESUMMON MONSTER not working? Because I'm curious if its just for summoned pets, since I don't really work on the enemy monster side of things.
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