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InsideQC Forums • View topic - Incorperating elements into gameplay

Incorperating elements into gameplay

Non-technical talk about multiplayer and singleplayer gameplay and game design.

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Elemental Style Enemies?

Good idea
5
100%
Bad idea
0
No votes
Didn't read your post, don't care
0
No votes
 
Total votes : 5

Incorperating elements into gameplay

Postby ShoTro » Thu Mar 27, 2008 3:25 pm

Without modifying the default weapon set but adding new creatures to the universe, would taking some of the raw elements that are focused on in Lovecraft's works destroy the game?

Creature idea:

Deep Ones:
Description - Like a humanoid rot-fish the deep ones get their power from the sea. Immune to acid. Deep Ones are melee capable but generate spikes to shoot at the player when in contact with water or acid.
Water Abilities - They can move very fast in water, able to jump extremely high out of water, gain the ability to spit acid while in even a little bit of acid, spikes when they are in water or leaping from either and 1/2 damage from explosives while in touching water. They are extremely weak to the lightning gun while in water.
Out of water abilities - Out of water they move slower, can leap similar to, although shorter distances then, the fiend, will spend most of their time navigating back to water, BUT are no longer extremely weak to the lightning gun.

The idea is to push for more interesting gameplay. The player will have to try and keep these types of creatures away from their "power" source or have to wait a second for a patrolling creature to step out of the water in order to get the jump on them. Mappers can design levels that the player can "force" themselves through an area surrounded by water, or find a button that drains the water first, making combat easier for the player who uses their head.

Other ideas include: creatures that actually heal when exposed to the lightning gun or explosives, creatures that gain similar abilities when exposed to lava, an enemy that changes into another creature based on how you kill it (like a that gets blown up and forms smaller creatures), enemies with "weak points" or even a creature that is only able to be damaged by the Axe. None of these will be made too extreme, Quake is about the action and to break that up too much would be a sin. The point is to create creatures that can potentially increase the chaos drastically if the player isn't careful mid-combat.

Just throwing around some ideas for creatures and things. I am hoping for a concept of a couple monsters in a month or two. I am just wondering what other people think of this kind of concept?
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Postby Wazat » Thu Mar 27, 2008 5:28 pm

I vote Yes, it's a good idea. I do have some comments on the specifics.

Deep Ones: As long as you can tell where water is (which is hard in quake sometimes without waypointing or other hint objects), you can definitely have creatures that will move in and out of liquid. Jumping out of the surface of the water is reasonable (even rotfish could do it), though again the big deal is finding the surface of the water to jump out properly.

Draining water can be very hard in quake, because you have to make the water into a separate object and then fake the water physics. That said, there are mods that have done exactly this, with great success. Maybe some of the other people in the forum will remember the names of those mods.
Another option is to not drain the water, but instead move the floor or a grate upwards to push everything out of the water. Or have a platform get pulled up from above so that it's out of the water.

--

Lava-based creatures would be very cool. I'd love to see monsters harmed by lava, slime or water depending on their nature, and likewise be immune to other environments (lava spawns are hurt by slime or water, which cools them, but empowered by lava).

It could be that the lava spawn is the one that breaks into smaller pieces as you destroy it, and you have to then destroy the smaller spawns.

A flying electrical/wind creature could be really cool. Any liquid will kill it because it electrically discharges (and it falls from the sky when harmed severely, so you can knock it into liquid). It is extremely tough against most weapons, however, and very evasive.

It looks like the elements could be:
Acid: Slime
Fire: Lava and flame
Water: All normal liquid (non-slime, non-lava)
Air: Electricity and flying

--

Here is another idea, inspired by a B-movie called Moon Trap: A slime-based creature that assembles itself and gets larger by incorporating the corpses and pieces of other monsters.

The monster is composed of a slimy pod core, and it uses telekinesis to pull in gibs, weapons, corpses, and anything else lying around to it. It then binds with those parts and starts using them as legs, arms, etc. And any weapons it assembles become its weapons (for example, it pulls in an enforcer still gripping its laser gun).
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Postby ShoTro » Thu Mar 27, 2008 7:05 pm

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Postby Karatorian » Tue Aug 17, 2010 8:35 am

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Postby mankrip » Tue Aug 17, 2010 7:33 pm

Hmm... by the way, wasn't the ring of shadows inspired by the One Ring in The Lord of The Rings? They work in quite a similar way - you get invisible, your vision gets "fogged", and you start hearing strange "voices" (that could be Shub-Niggurath's).
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Postby GiffE » Tue Aug 17, 2010 8:23 pm

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