View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018086 | Starward Rogue | Gameplay Idea | Dec 26, 2015 4:43 pm | Jan 9, 2016 7:39 am | |
Reporter | Pepisolo | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.207 | ||||
Fixed in Version | 0.800 | ||||
Summary | 0018086: Enemy Prototype (The Hunter) with engine feedback/potential bugs | ||||
Description | Here's a video of an enemy that I've been working on called The Hunter. Basic concept is that it's a hunter with a net, shield, and spear. Aggressive. If you get caught by the net your movement is slowed. The shield protects it from shots for a few seconds after it gets hit (based on the combat shield code, thanks Dayton), and the spear is just to surprise and skewer you once in a while. https://dl.dropboxusercontent.com/u/30011618/Starward%20Rogue/StarwardRogue%20--%20Hunter.mp4 Now for the engine feedback and potential bugs. I was going to separate these into different reports, but instead I'm going to put them all here as the context of the enemy I was trying to design might help make things clearer. For the spear I tried using the Lead TargetingLogic rather than Direct, but it didn't seem to make any difference. Maybe doesn't work with bullet patterns? Not sure what went wrong for me here. I wanted the enemy to throw the net when within a certain range of the player, but couldn't get this to work. Setting range_do_not_fire_until to a low number doesn't make a difference, the net still shoots from way across the screen. FiringTiming OnlyInRange doesn't to what I wanted, either. This seems to stop the enemy movement at the same time as firing. I wanted it to get within a certain throwing range, start firing, but still keep coming forward at least up until range_chases_until_within. I didn't really want a bouncy net, but there doesn't appear to be a modifier that is something like StopsOffTerrain. You can ricochet and reflect, but not just stop at a wall as far as I can see. This would be useful for weapons like sticky grenades or crossbow bolts that stick into walls etc. SystemShotsInheritEntityMomentum didn't seem to work on the net attack. I also tested adding the modifier to the main player gun, but it didn't seem to work, either. Borked? That's about it. Hacky and probably inefficient code available if anyone's interested. Edit: One behaviour that I wanted, but couldn't seem to get is that I wanted the enemy's movement speed to be increased while it was outside of net throwing range. So that when it is far from you, it's a bit faster, but once in net range, its movement speed decreases. I don't think something like this is currently possible, but I could be wrong. | ||||
Tags | No tags attached. | ||||
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Hey, not bad! I like this guy. If you want to send me the code for it (just do it via PM on the forums) I might implement this guy, though possibly with some tweaks to it. But the concept is sound. Probably there would be the usual 3 versions of it. Other versions, possibly could do with an addition to the pattern, not sure... I'd figure that out later. Some interesting things that could be done with this one. Wouldnt necessarily be implemented immediately though, my current focus is the 2 final bosses. I'll leave this post unresolved though, as I think Chris should see it since there's other feedback. It's interesting too, to see someone else's design style and the differences between it and mine. |
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Thanks, glad to see you like it. I'll send you the code in a few days probably. I'll try and make the code a bit better, although can't promise much on that front as my understanding is still pretty limited. I might also add a close range melee attack. This enemy does use some prototype custom art, the net and just a colour changed bulletcurvebar shot. Not sure if me using a custom net art (adapted from hexagon shots) rather than using individual shots is a problem. The net art needs to be improved as the shape of it doesn't fit a radius hitbox that well, not sure if you can make a more specifically shaped hitbox. |
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I doubt that the art bit of it is going to be an issue, just need to make sure Chris is aware of it. I can update the images into the game along with the code if he's okay with it. Using a single bullet THAT big, for the net, might have a few potential issues I can think of, but not enough to stop it from working and I can probably find ways to avoid it in any case. The hitbox thing I'm not sure of. I dont know how the bullets are defined. That bit isnt my job fortunately, I think I'd have gone nuts by now if I had to implement that many seperate bullet types into the game. Dont worry too much about the code being a mess either. It doesnt have to be perfect; I know mine usually isnt, hah. |
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Ok, cool, thanks. I think I'll attempt a close range melee attack addition, try and clean the code up a bit, then send you the code with the prototype art probably in a day or two. Cheers. |
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Resolved by YOU. :) Welcome to the team. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 26, 2015 4:43 pm | Pepisolo | New Issue | |
Dec 26, 2015 4:53 pm | Pepisolo | Description Updated | |
Dec 27, 2015 11:19 am | Misery | Note Added: 0043941 | |
Dec 27, 2015 11:21 am | Misery | Note Edited: 0043941 | |
Dec 27, 2015 3:00 pm | Pepisolo | Note Added: 0043943 | |
Dec 27, 2015 3:09 pm | Misery | Note Added: 0043944 | |
Dec 27, 2015 3:14 pm | Pepisolo | Note Added: 0043946 | |
Jan 9, 2016 7:39 am | Chris_McElligottPark | Note Added: 0044007 | |
Jan 9, 2016 7:39 am | Chris_McElligottPark | Status | new => resolved |
Jan 9, 2016 7:39 am | Chris_McElligottPark | Fixed in Version | => 0.800 |
Jan 9, 2016 7:39 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 9, 2016 7:39 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |