“Monsters in games or how to surprise a player”
3r3113. Hello friends! 3r3114. Already approached the third material in a series of articles, which you meet very positively, for which many thanks to you! Today we will continue to disassemble the monsters in pieces 3r3113. Knee Deep In The Dead [/b] !
3r3335. And so, today's article will be filled with a mass of examples, great for novice game designers.
3r3113. From the bat: [/b] Take 50 balls and "How to create"
part 2 "How to diversify"
3r3113. Let's start with a simple example, all the same balls 3r3114. (Yes, I really love the round and smooth, but I can not blame for it).
The ball can move in several ways:
in a straight line
in an arc 3r3-33140.
straight ahead and return to your starting point 3r3-33140.
move the eight
a ball with a displaced center of gravity can move absolutely randomly
3r3113. What about speed? 3r3114. It can be a pulse, a smooth set of speed, a constant speed all the way, a set speed, then braking and another set.
Here we have the properties, so what prevents it to apply in the game? Maybe a lack of resources? Or the complexity of the execution? No, everything is much more prosaic, banal laziness.
An example with balls shows the variety of options, the possibility of combining and obtaining different results.
And now apply this to monsters. To their behavior.
3r3113. So monsters are: [/b]
security guards /patrolmen 3r3–3140.
intellectuals of 3r3140.
and my favorites are “fluttering like a butterfly, sorry like a bee” 3r3-33140.
Let us examine each character separately.
Often stupid, thirst for blood, at the sight of the player they attack immediately, without delay. As a rule, they prefer close combat and middle combat. Such monsters are either quick and nimble (zombies from L4D or utoptsy from the witcher), but at the same time a little smarter than traffic jams or slow but powerful and heavily armored like Mancubus.
Sometimes there is something similar to the knight of hell from DOOM - powerful and agile while armored enough.
Or something like the same obsessed - slow stupid meat.
Of course there are many similar combinations, but the essence remains the same - they are aggressive and twig ahead.
Their goal is to divert attention, to be a huge target, or to lure the hero into a trap. Any huge creature grabbing a player into his paws, dropping him to the ground will distract attention.
The essence of this is that this is a huge monster, often does little damage, it is just a clumsy whipping pear, but while we beat him, other creatures slowly gnaw us. These monsters control the battlefield, forcing the player to move and constantly change position - such monsters increase the dynamics of the battle and the density of the gameplay. Lost souls in DOOM also make you change your position,
DOOM 2016 is generally very good, the monsters make you move and because of the movement the gameplay becomes very dense, besides that we constantly choose the next target for the kill.
This is a very controversial category, the name can be anything, the main idea is to make the player fly with a burning ass in the location.
The guards /patrol
Our favorite facers, supermarket guards, grandmothers on the bench, the watchman and others, only as part of the game. If you do not fall into their territory and do not touch that very G, then everything will be fine. Often non-aggressive, you can just pass by.
(for example, a witch from L4D, I think you know what will happen if you touch her).
If you look at such opponents within the framework of the balance, then it becomes clear - they are needed for a variation of complexity. Easy to play? Palni in the witch, have fun. Complicated? Do not even look at her, trunk into the floor and pretend that you are not.
Hiding behind the backs of more powerful comrades, as a rule, inflict great damage, prefer ranged combat, at medium distances can fight back, but in the near distance they will overtake a fist of justice. Without such creatures, it is boring to play, their task is to annoy the player, we always want to break these cowards as early as possible, but we stumble upon a horde of clawed reptiles and die. The goal of the creature is achieved. The most important thing is not to disregard them, otherwise they will already tear the player. They are hated snipers, smokers from L4D, they can be summoners like in DOOM 2016. 3r36262.
The main thing for the creatures - they stekpushku. These are either snipers or summoners. Their balance is based on the way to run away from the player, the faster such a monster sparkles with heels, the harder it is to kill him.
How many do not hit, but they are not enough, they fight fiercely, until the last breath. Very vile and rare opponents, especially if they screw vampirism, the player will be hard. They are not meat, they are dangerous warriors, even with full health they are extremely tough. Even one such thing can make a player sweat. And if her health drops to the point of rage, run, just run. The best tactic against such creatures is kite. After all, they are strong in the melee and quickly tear the distance, but you can get away from them. If you add slowing down or bleeding debuffs to such creatures wow
Balanced by HP and damage done. Steklopushki (often), dangerous skillful warriors (very rarely, unfortunately) Bosses (often).
These creatures are generally very rare and even difficult to remember when I last met such opponents. The essence of the pattern of behavior, they are cunning and quirky, do not enter into battle if they can lose, keep their distance and attack the player from a distance. At the same time, they quickly run away or can fight back in melee combat. It may seem that they look like panties, but smarter. This is not so; a clever opponent will not allow himself to be clamped into a corner and will not be allowed to catch himself, he is a real pain in the ass. The closest analogue of PvP in MMO is a swordsman against an archer (mage), a swordsman can reduce the distance, but clever rang will drive the enemy around the finger and kite. How to win? Catch on mistakes. Patterns of such opponents are predictable. Many bosses in DS produce just such an impression, but there are just patterns of behavior and their rotation, although the boss is perceived as a very clever creature.
Well, you understand, right? Imagine the enemy, it is not clear where it attacks, hits with lightning speed and pain, just as quickly disappears. Stinged and tipped off. The monster hides in the shadows, jumps out, gives the player teeth, back into the shadows. They wait in the middle distance and make a quick dash for the player to attack. How to catch? Patterns of behavior, it is necessary to predict the angle of attack, but is there enough reaction? Such opponents were in hardcore games, now this is not often seen. If you know such champions, share, add to the collection. Oh yeah, a stranger
Using patterns of behavior and character traits, we can come up with incredible combos and cool monsters.
In the next article I will talk about the distance of the attack of opponents, why it is needed and how it affects the gameplay.
Thanks for reading, see you soon.
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