[WIP/NSFW] Diablo Monsters v22

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RV-007
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Re: [WIP] Diablo1+2 Monsters v11

Post by RV-007 »

I have to make an announcement that I am including diablo2 monsters as well.
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Re: [WIP] Diablo Monsters v11

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v11: The Axe1 (arguably more difficult than the Bow1)
-I finally got the axe0 guy working and it looks quite well. (no image [mayber later after I catch up w/ the newest monster{version will be remembered}]).
-Axe0s are quite difficult though for a melee fighter that could handle blocking potential range attacks (over-rated).
-Finally fixed any media/code problems; now I just need to remember the Intermission_Cast and added drop items (to balance the gameplay).
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RV-007
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Re: [WIP] Diablo Monsters v11

Post by RV-007 »

It's been a while, lol.

Ok, I forgot the details, but now, I have full undivided attn to this project.
I am currently spriting some (100 estimate) lich image frames (priming its perm [2 more animations {3 + 8 angles (going to upload 4 backup)}).
Oh, the humanity!
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Crudux Cruo
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Re: [WIP] Diablo Monsters v11

Post by Crudux Cruo »

Cool stuff man.
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twinkieman93
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Re: [WIP] Diablo Monsters v11

Post by twinkieman93 »

You know, I'm still waiting for someone to use these in what amounts to a first person version of Diablo. Dunno why no one's said anything about doing that, seeing as how that's the obvious step to take.
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Re: [WIP] Diablo Monsters v11

Post by RV-007 »

It's been months since anyone else has posted something in this topic. But then again, it's hardly anything worth posting about (only a few monsters).

I will make a seeker missile axe w/ Diablo 2 axe (should be easy).

Hopefully, my monster designs suffice enough for a Diablo fps/rpg hybrid (of some design). I am currently on code maintenance (+ reading notes) so I can get some update on what needs catching up. From there, I need to figure out which monster goes where. I can't believe I didn't go that far.
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RV-007
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Re: [WIP] Diablo Monsters v11

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v11: More fixes than ever b4! Sheesh, ain't there anything really new happening?
-Bow1 is now complete (current state makes the game very difficult @ start [will implement ally monsters for balance]).
-Blood_Star (A_DropInventory correct value of minor ammo items) + PowerBlood_Star_Curse (DamageFactor 0.75) is now fixed.
-Analyzing the utmost gameplay difficulty w/ target identity tracking code (hehehe).
-Eye guy is next!
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Re: [WIP] Diablo Monsters v12

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v12: Succubus and Fairy-like Projectile (lol, pagans) Fix
-The Succubus got a upgrade in projectile mechanics + 1 liners (supposed to be titillating but damn she's scary ).
-Succubus can fire Blood Star projectiles (derivative) that can wander aimlessly during spawn state, but will it definitely wander during death state.
-Blood Star can eat 1 of every type of ammo per tic (death state), and cause radius damage (death state [be glad it can't cause radius damage during spawn state]).
-Cleaver0 (will be commented out) + Cleaver1 now have its own custom sounds!
-Electric_Magnetic_Ball + Electric_Current now available (and finalized).
-Dead monsters now available.
-I just went to gameplay testing, and damn, those A_Warp functions for the skeleton crew makes them very formidable opponents (for now, I focus on developing monster badness [I will consider making a ally monster + custom class//weapon {for sure, a 4*random(5,20) axe w/ 2 tics of damage to replace chainsaw} if I want to keep the badness in its most current state]).
-I should get to the Psych_Orb anytime soon (currently @ audio test).
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RV-007
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Re: [WIP] Diablo Monsters v12

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v12: Psych Orb Update
-Psych Orb is finally here! (see Cacodemon [replaced screenshots included])
-This update marks the end of Diablo1 monster placement (w/ the exception of Psych Orb's speed + tic test).
-Will design monster placement plan of Diablo2 monsters.
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Re: [WIP] Diablo Monsters v12

Post by RV-007 »

More (development) hell:
I got some Diablo 2 : LOD resources and boy was it hell. I am @ the design phase to more actor class placements.
Spoiler: It's another backup copy reference
EDIT (05/01/2014):
Damn, I forgot about the angle renders, hope me the best in animation memory (I already got it down, but I need to get short/long term cache).
EDIT (06/01/2014):
Okay, d2lod is complete + uploaded. Can't say for audio (huge amount of shit).
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Re: [WIP] Diablo Monsters v12

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I just want to add that I made a Sentient_Lightning projectile. It is basically a seeker Electric_Current that only dies on 1/256 per frame. That means walls will only be able to hold off the electric menace. Luckily for u, the walls can slow down these projectiles and that they do not possess 2 much of a artificial intelligence 2 navigate around walls and retain its speed from wall/floor/ceiling collision. If it ever reaches its target, it will keep on zapping (to death + beyond) until the % gives out. The real Sentient_Lightning == shot from a Psych_Orb's Crash state. Psych_Orbs aren't so easy now are they?

Still have to design the placements. Decided that I would make random spawners b/c that means more diversity, I guess. I just can't decide which to keep. I have already close down the Spawn + Sword. They aren't really working out (one == lag od potential + other == classic demon scenario).
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Re: [WIP] Diablo Monsters v13

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v13: Baboon Demon Update
-Baboon Demon is here to monkey around! (see Demon)
-Will continue to design monster placement plan of Diablo2 + Diablo2: LOD monsters.

EDIT (13/02/2014):
-Baboon Demon now have its own sounds, more || less.
-Lich now -NOCLIP (less mobility!), but it is still a tuff bastard (flying healthy resilient time bomb).
-Lich_Smoke actor now stops A_RadiusGive Raise_Corpses (that means lich is now more of a deadly floating archvile, which means its easier on the terms of it being more of a single unit combatant than a mass tele-reviver [shotgun + cover || spam fire + cover away!]).
-Skull_Ball now -THRUACTORS for PlasmaBall again (all weapons can now kill this monster).
-I will strive to make things easier (it's quite difficult already) such as considering to move the skeleton crew to a HellKnight || BaronOfHell title.
-Will figure out the monster details.
-On the Corrupted Rogue sisters monster design now. :p
-Barbarian of D2:LOD + Rogue of D2 have been decided as final ally monsters.
-WARNING: +DONTHARMCLASS becomes +NORADIUSDMG for any received actor that A_Explode (thru A_VileTarget, A_RadiusGive, and the like [potential lag issue]).
-Lich's Brazier_Flame# projectiles might get a different behavior as a cut of losses against an impossible odd of error.
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Re: [WIP] Diablo Monsters v14

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+v14: There's a New Gal in Town! (a.k.a. Order of The Corrupted Sisterhood) Update
-Bow1 replaces HellKnight (there, much easier now ain't it [true for the starts]).
-Axe1 replaces BaronOfHell (there, much easier now ain't it [true for the starts]).
-Corrupted Rogue_Archer (regular dodgy fiend) replaces Zombieman.

EDIT (22/02/2014):
-Changed Succubus behavior for more dodginess.
-It was quite a change in a short period of time! ^
-Up next, Corrupted Rogue Flailer + projectile
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Re: [WIP] Diablo Monsters v15

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v15: Order of The Corrupted Sisterhood Completed Collection! Update
-Finally got the Corrupted Rogue Flailer done!
-She's a heavy pair! lol (in all seriousness, she is a rocketeer unit.)
-Crew/Species-based random monster generators completed (+ damn, it's fucking hard)!
-Furry werewolf under way, lolz.

EDIT (26/02/2014):
-Succubus now drops a random array of a single item upon death for gameplay balance issues.
-Corrupted_Rogue_Flailer now drops a medikit upon death for gameplay balance issues.
-Fixed invincibility for the skeleton crew's A_Warp melee conflict.
-+BLOODSPLATTER for Corrupted_Rogue_Flailer's Melee + Missile state.

EDIT (28/02/2014):
-Order of the Corrupted Sisterhood crew has their own poison DamageFactor actor property. Skeleton crew are completely immune to poison.
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Re: [WIP] Diablo Monsters v16

Post by RV-007 »

v16: Werewolf Complete!
-A (somewhat) badass werewolf (more focus on melee than range [although the weak but constant breath streams of poisonous smog + plus harmful clouds {clouds loses poison potency can be dangerous]).
-Werewolf is a Dr. Jekyll & Mr. Hyde type of monster, split-dual personality.
-Quite tuff (to cull off) I say.

EDIT (18/03/2014):
-Werewolf is now weaker than before (now more humanoid-like).
-Random drops from werewolf is only a medikit, nothing more (if you need some armor || ammo, the succubus might drop some).
-Intermission cast a mess! Cannot be fixed! Yes!
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