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Mod Creation Testing Requested Thread

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ptarth:
Mod Creation Testing Requested Thread

Feedback on modding work is important. It allows for both continued tuning and encouragement, both vital for extended project life. I'm starting this thread to try to keep things centralized and manageable. We've already had things getting lost in the shuffle.

Modders - Please add your files to your post. A structured zip file or rar would be typical along with a testRoom. Ask if you need help setting that up. If you have particular desires for the type of testing listing those as well. A spoiler enclosed block detailing your creation would also be great. Thank You for your efforts.

Testers - Provide the name of the mod/entity/whatever you are testing at the top of your feedback. In general feedback about funness, problems, and general design are all encouraged. Thank You for your efforts.

ptarth:
Boss: Reanimator v1.5
Request: General enjoyability, design, and error feedback requested. Anything extra is great too.
TestChamber: a_testPtarthReanimator.xml
Spoiler for Description: Stage 1 - Player spawns at top and works the way down the sides dealing with ZombieMechs who despawn into parts piles and respawn into Mech if unkilled. At the bottom the player teleports into the main boss chamber and duels with boss. In all phases the boss has multiple hitboxes and will take double damage to the "head". The outside wing pieces only take 25% damage. The Red Cannon Shot has an friendly fire AOE.
Stage 2 - On Stage 2 start the boss loses parts, phases, and moves to the outside ring. He then flees around the ring dropping 5 mechs every 3rd turn.
Stage 3 - On Stage 3 start the boss loses parts, phases, turns around and starts chasing the player. The buzzsaws are friendly fire, so they will remove excess mechs. He drops mechs in a predetermined pattern.
Stage 4 - On Stage 4 start the boss loses parts, phases, draws a star and moves back to the central chamber. He then deploys a shield and a raining drop style attack. The shots replace themselves with shot absorbing shots when they turn white.

Note: A preliminary version was put into the release. This will cause your log to fill up with duplicate entry messages. These will have no effect in game. Removal of all the Reanimator.xlm files will remove all of the conflicts caused by test version.

Updated to add some extra fun. Updated again to remove brawler player mech code.

ptarth:

--- Quote from: Ayrix --- Did you have a play with my silly miniboss, which just spawns more and more enemies that revive if the boss isn't dead

https://www.arcengames.com/mantisbt/view.php?id=18646

--- End quote ---

I've taken the previous quote to be an invitation to review and comment.
Synopsis: Miniboss spawns minions. A Minion who dies will then respawn. The gimmick is to kill the boss before minion density gets too high.
Design Problems: Persisting corpses. Art.

My Comments
Design Fix
Add a system to the miniboss that purges enemy entities of the regeneration system to fix the respawn issue. For your respawn system you have invulnerable corpses that then spawn into a minion on death. The corpses have a self damaging DPS move that effectively acts a respawn timer. You can also use a system to regenerate the minion. Use cue_time or initial_firing_delay as the timer. The system also has destroys_firing_entity which removes the corpse.

Art retheme
Rather than zombiesque, how about you break the minion, then it repairs itself. So take the minion art, make a greyscale or ruined version and use that as the corpse. Looking at the game entity documentation now and I saw the shader attribute. That might be cool to play with and avoid recoloring.

Bullet Pattern
Reminds me a lot of Backfire and Mirror, simple straight line shot spawns. Something more interesting perhaps?

Fun
It is a simple minion spawner, I think it needs another gimmick or two. Thinking back at the other minibosses (the combat ones at least) it seems that they have 2 or 3 gimmicks each, so I think adding one would help here.

Pepisolo:
Good idea, I haven't been visiting this forum as much as I should, but I'll certainly be keeping an eye on this thread and chipping in with some thoughts.

Ayrix:

--- Quote from: ptarth on February 14, 2016, 11:24:23 pm ---
--- Quote from: Ayrix --- Did you have a play with my silly miniboss, which just spawns more and more enemies that revive if the boss isn't dead

https://www.arcengames.com/mantisbt/view.php?id=18646

--- End quote ---

I've taken the previous quote to be an invitation to review and comment.
Synopsis: Miniboss spawns minions. A Minion who dies will then respawn. The gimmick is to kill the boss before minion density gets too high.
Design Problems: Persisting corpses. Art.

My Comments
Design Fix
Add a system to the miniboss that purges enemy entities of the regeneration system to fix the respawn issue. For your respawn system you have invulnerable corpses that then spawn into a minion on death. The corpses have a self damaging DPS move that effectively acts a respawn timer. You can also use a system to regenerate the minion. Use cue_time or initial_firing_delay as the timer. The system also has destroys_firing_entity which removes the corpse.

Art retheme
Rather than zombiesque, how about you break the minion, then it repairs itself. So take the minion art, make a greyscale or ruined version and use that as the corpse. Looking at the game entity documentation now and I saw the shader attribute. That might be cool to play with and avoid recoloring.

Bullet Pattern
Reminds me a lot of Backfire and Mirror, simple straight line shot spawns. Something more interesting perhaps?

Fun
It is a simple minion spawner, I think it needs another gimmick or two. Thinking back at the other minibosses (the combat ones at least) it seems that they have 2 or 3 gimmicks each, so I think adding one would help here.

--- End quote ---
just figured out a more elegant solution, use the temporarily grant system modifier for the respawn systems.
This could mean "fun" as it might be doable to a regular enemy

Just been looking at invader using a lot of player item only things on enemy system.
A 0 damage shot that hits all non boss enemies could be used to give out the system, if not just work like the health attrition does.

the system has to cause a lot of things on death;
immortal, does not fire, and cannot move modifiers,
ideally with non-sim effects/colour change for 5-10 seconds,
then restore to full HP.

if I can generalise it to actually respawn/ HP restore on death (like the player can) it could be fun, that would mean the boss can use normal enemy pools and therefore chaos.

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