General Category > Starward Rogue Mods & Modding
Questions for other enemy designers
Misery:
--- Quote from: Pepisolo on January 14, 2016, 06:41:11 pm ---
--- Quote from: Misery on January 14, 2016, 06:36:45 pm ---I swear, that XML documentation is a freaking labyrinth.
This has been in there the entire time and I never noticed? Ugh.
I mean, not that it's surprising that I didn't notice something, but still, it's a maze in there.
--- End quote ---
Yeah, there's some interesting stuff in there. A lot of time I learn stuff just by copying what others have done, heh. Just learnt about the attach system to shots thing, by looking at your testthing stuff, for example. Lots of untapped potential in the engine. Some movement stuff was added recently, but I haven't had the chance to test it, yet.
From Keith:
"*movement_driving_pattern (bullet_pattern)
**when this mode starts, the entity switches to using the first bullet node of this pattern as its driving movement pattern; you probably don't want a "die" node, and you may want to put it in a loop with -1 (infinite) iterations
**when this mode ends, if that pattern is still the driving movement pattern it will be cleared
**this allows fairly precise control of the entity's rotation and movement"
--- End quote ---
Yeah, I know about that one. I used it for the Warden's minefield pattern. That's about it though... the precision still isnt there. And even for that one, it's just using the Persistence movement; just to give it a different type of "following" action. But even that has issues and there's no way to link the movements to the attacks, which for my design style is basically the entire reason why most of the bosses do not move; that and a lack of being able to send the thing to precise points without warping or other things. It worked with that ONE pattern from the Warden, but it's probably not going to be used again. And even that one pattern is likely to run into problems on the higher difficulties.
PokerChen:
Hmmm... ...is there a way to tell a system to shoot only when it has a direct line of sight to the player?
I seems to have invented a nastier pattern to force the players towards the guard bot (that requires the shots themselves to ignore terrain), but don't want it to unfairly trigger if the player cannot actually get close enough to avoid the pattern. The player can also dodge back out if they're relatively quick, but several rooms are also built for close quarters.
ptarth:
requires_line_of_sight_of_player_to_fire (bool, optional)
this system has to be able to see the player (not going through obstacles) to be able to fire
Misery:
--- Quote from: zharmad on January 15, 2016, 08:02:00 pm ---Hmmm... ...is there a way to tell a system to shoot only when it has a direct line of sight to the player?
I seems to have invented a nastier pattern to force the players towards the guard bot (that requires the shots themselves to ignore terrain), but don't want it to unfairly trigger if the player cannot actually get close enough to avoid the pattern. The player can also dodge back out if they're relatively quick, but several rooms are also built for close quarters.
--- End quote ---
Huh, interesting concept. I can sorta imagine how something like that might work, though the last 2 times I attempted to do that same idea, something else ended up being the result. One of which is, uh, Staccato I think, and the other is the mass of confusion called Centrifuge, which is the one boss that I made where I dont entirely understand how the hell the pattern forms. This makes as little sense as it sounds like it does.
Overall though, with terrain-crossing bullets, as long as you're not going totally overboard with them (and a line-of-sight requirement is a good way to keep them under control) it sounds usable.
PokerChen:
Oh, there's no need to imagine... The zipped version is one where I doubled the bullet pattern (on my way to figuring out how to trigger them randomly or one at a time). This 2x version is a bit much, I think. (P.S. the testing room name need to be altered, as it's not in the zip file)
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