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>> No.5014350 [View]
File: 593 KB, 1280x1024, Screenshot_Doom_20180831_015547.png [View same] [iqdb] [saucenao] [google]
5014350

Random design thought: If an enemy is mostly the same as a pre-existing enemy, despite one or two edits to it's behavior, it should have a unique translation or shading. Given that map03 is the first time the player fights an archvile, and you fight this same archvile 4 times, plus he's the same douche from Map02 who revived all the dudes, he was given a green-shading renderstyle to indicate "this guy is a dick and will teleport around the map approx 4 times to harass you". The culmination is in the red-blue-green hexagon room, wherein the player fights it for the last time. The player still needs some kind of protection from the flames though, and I'll need to adjust the arena applicably to do so, but I have no clues on how I should go about doing this (i know HOW to do it, just not what I want to DO with it), even as the arena was intended to transform from the get-go. Push comes to shove I'll drop a plentiful of soulspheres and medkits in there; just so the inevitable flaming doesn't feel cheap if I can't come up with anything, and he's already been whittled down 3 times prior to the final encounter. A boss-spawner may be used, not to spawn monsters directly, but instead spawn in a crusher and have those crushers randomly teleport corpses in for the arch-vile to revive, as a sort of randomization to the encounter.

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