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>> No.5037949 [View]
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5037949

>>5037906
I already had a solution to this.
Pinkies:
They burp big fireballs with a slight gravity arc, set their maximum attempted range to something like 600 units (first tic the fireball bumps itself up slightly so the pinkie doesnt have to adjust vertical aim).
This means Pinkies have a ranged attack but it doesnt reach too far, so they arent a danger long range. However if they are in a pit or even on top of a ledge they still pose a hazard.

Pain Elementals:
I made them spit out facsimilie versions of Imps that are implied to be summoned or made from clay like golems. They throw fireballs, and they have more health than a usual imp. Whats worse since they're made of stone they take half damage from buckshot (shotgun or ssg).
Since the Fake Imps cant fly they drop to the ground, but because they can still throw fireballs they're still a danger even if they're dropped into a pit or lake of lava. And since the Fake Imps arent going right for you like the Lost Souls would the Pain Elemental can drop them into a small horde well off away from you. They can pose a delayed hazard, and unlike Lost Souls which might miss and fly across some great distance away from you, these remain a problem.
> Also they tend to populate pits and low lying areas, so if you get knocked into one of those you could be facing the equivalent of a pinkie horde that was not intended by the designer.
> I gave them a countdown sorta deal so that after a few minutes the Fake Imps would spontaneously die, and I make their corpses disappear after a few seconds to prevent them piling up on the map.

In exchange for there not being any Lost Souls on the map, I started making Archviles randomly summon stronger versions that had a miniature archvile flame attack of their own. They'd just randomly summon a Death Skull while running around. This was a BAD idea as it turned out (the death skull flaming attack while less damaging, from so many of those things, could launch you to the moon).

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