As of now, monsters have a single big health pool, and stay the same for the whole fight.
Why not make them out of multiple entities, for example divide each tentacles, that we can shoot separately, and if we destroy them all, the monster will try to ram us.
I also had the idea of making huge monsters, that would fill up the whole screen, like the wall of flesh in terraria.
How to implement such bosses? Maybe make a gamemode, where the map has no other human factions, and if we want to capture a city we have to fight a monster. The last city has a boss.
We cannot move freely from any city to another, it would be more linear.
We would start by having a single city and little income, and the monster we need to face would be quite easy. As we advance, the difficulty of monsters would increase.
for the money, we would not store it. Only maintenance costs matters. (to not make the player wait for nothing)
This means we must make a ship that is cost efficient, and we need to fight the monster in the next city with it in order to advance, get more funds, and make more ships to fight the next monster.
Once we have all the cities and the last, biggest one remains, the last has a boss, and that’s when we need to make ships designed specifically for beating that boss.
But to your credit, creating an isolated squidbeast is completely possible with the original blueprint.
My idea of a "Boss" is a Cave Assault. Or... DeathStar. But I haven't fully sampled these ... new explosions or w/e. Need to look into that.
You'd need various unique elements that wont break the match emulating the environment. And maybe... just maybe... a cool boom at the end. But now we're building levels out of monster pieces.
Oh... the best part - it has to be one piece. (most of the time)
Lieutenant
As of now, monsters have a single big health pool, and stay the same for the whole fight. Why not make them out of multiple entities, for example divide each tentacles, that we can shoot separately, and if we destroy them all, the monster will try to ram us.
I also had the idea of making huge monsters, that would fill up the whole screen, like the wall of flesh in terraria.
How to implement such bosses? Maybe make a gamemode, where the map has no other human factions, and if we want to capture a city we have to fight a monster. The last city has a boss. We cannot move freely from any city to another, it would be more linear. We would start by having a single city and little income, and the monster we need to face would be quite easy. As we advance, the difficulty of monsters would increase.
for the money, we would not store it. Only maintenance costs matters. (to not make the player wait for nothing)
This means we must make a ship that is cost efficient, and we need to fight the monster in the next city with it in order to advance, get more funds, and make more ships to fight the next monster. Once we have all the cities and the last, biggest one remains, the last has a boss, and that’s when we need to make ships designed specifically for beating that boss.
Commodore
sounds very laggy. thats probably one of the reasons that monsters are all in one entity, is to avoid lag, and they can already be laggy sometimes
Commodore
A fan of Bosses, but not like that.
But to your credit, creating an isolated squidbeast is completely possible with the original blueprint.
My idea of a "Boss" is a Cave Assault. Or... DeathStar. But I haven't fully sampled these ... new explosions or w/e. Need to look into that.
You'd need various unique elements that wont break the match emulating the environment. And maybe... just maybe... a cool boom at the end. But now we're building levels out of monster pieces.
Oh... the best part - it has to be one piece. (most of the time)
Commodore
Actually given it months of thought and shrugged it off as a "well, it wouldn't be until October" kind of thought.
But the best way to emulate a DeathStar II would be:
#
#
#
Then add:
#
to the gap left underneath.
But having the additional "City" layer would be interesting. I'd like to maximize that if possible since it made the list.
I'd like module building in the City/Level Editor. If that's what's being suggested.