Better enemies in blizz abs. This is probably more of an idea. Please look.

Started by Magus, September 15, 2009, 09:11:33 am

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Magus

Alright, you know that program that comes with blizz abs called blizz config.
The new version should allow you to have better enemies. As in types. They shouldn't all act the same, even if you change the attribute. (I investigated this myself when I began playing around with blizz abs yesterday.)

Maybe classify them.

Chasers: Instead of using the approach setting in the event, because it really messes up my cutscenes, why not have enemies who will run after you when they spot you. Yes we got in now. But I think this could be designed alittle better (not that I'm the one to be talking, I couldn't script if I tried)

Gaurd-types: These will be the enemies that automactically "guard" an area. For example: a castle guard.

Defend types should be better: They shouldn't run. But instead, they fight, but also use "defend" Remember in legend of zelda orcina of time. Those skeleton things with the shields had defense power and you had to fight with skill to beat them. Not chase them.

Skill-types: These are the enemies that fight, then defend, sometimes jump, dodge, etc. They even use skills. These are tougher. And they don't run.

Boss-types: I know you heard this alot, but eh, let's here my version. I'm not sure how I can put this. Most of the time if you want a boss, you got to put effort into making them. Maybe you should look into XAS hero edition 3 and take a look at that bird-boss. Then from that, create customizable features on blizz-abs. Boss types will probably move on your own path, but maybe you should give it an extra touch that only boss-enemies can have.

Flying types: With effort, you probaly can make these yourself. But maybe some of them can fly alittle higher and drop bombs, I dunno. Maybe they can do "flying" skills. Maybe this can be a catergory similar to jumping types.

Monster types: Basically stupid enemies. Your default enemies or "basic" enemies.

Vanishing/teleporting types: You're going to laugh, but remember MagiKoopa from Super Mario World? Well, why not have an enemies type that could do such a thing. The timer of when it vanishes is customizable as well as it when it reappears. Use "seconds" not "frames."

Reckless types: Not sure if this is necessery. These would be the "bastards" Everyone would hate encountering these enemies XD. Maybe adjusting the "skill-type"
But reckless types just charge after you with fast attacks, not leaving you open. You'll have to  kill it to get away.

Invicible types/Ghost types: This is not needed, but I mentioned this just to allow you to hear out ALL of my thoughs. We obviously know what these are about. I wonder if I could put on "through" to make them walk through walls.
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Well this is all I feel like typing. Blizzardm if you think I could be onto something, (that would be so cool if you did) let me know and I'll see if I can come up with more ideas.




LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

winkio

You can make pretty much all of these very easily (as in, no scripting) with the custom move routes.  The only thing Blizz ABS is missing that would round out enemy AI is perhaps the same AI Behavior thing that the ally AI has.  If you start pre-defining all the specific types of enemies, it really limits what you can do, whereas right now, you can make all types of different enemies.

Magus

You're probably right about the "custom move route" thing.

However, with cutscenes, (not sure why this happens) but if my enemies aren't set to "fixed." They start moving anyway.

The vanishing part isn't possible with custom move routes. Since its blizz abs, I'm not sure how possible is this.

LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Blizzard

Set enemy opactity to 0, change from position A to position B, inflict status that won't let them move, wait 5 seconds, remove status, change from position B to position C, reset opacity. Seriously, how hard is that? -_-

Not just a few but all of these enemy types can be made combining events, AI setup and move routes. The only thing I didn't add yet is that enemies return to some sort of original position and resume their moving route after they lost you out of sight.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

winkio

Quote from: winkio on September 15, 2009, 09:23:35 am
the same AI Behavior thing that the ally AI has?


it would be nice to have those sliding scales...

Magus

Quote from: Blizzard on September 15, 2009, 09:41:50 am
Set enemy opactity to 0, change from position A to position B, inflict status that won't let them move, wait 5 seconds, remove status, change from position B to position C, reset opacity. Seriously, how hard is that? -_-

Not just a few but all of these enemy types can be made combining events, AI setup and move routes. The only thing I didn't add yet is that enemies return to some sort of original position and resume their moving route after they lost you out of sight.


I actually didn't know too much about opactity. And no, it doesn't sound hard >: At least, now it isn't. In fact, I wish I would've thought of this ealier.. I think I'm going to remake part two of my final battle.
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

Blizzard

Lol! Well, I hope that you realized that how powerful events are. ^_^
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.