Game Development: Flagging Butcher

Announcements about major changes in Haven & Hearth.

Re: Game Development: Flagging Butcher

Postby Daefae33 » Fri Dec 15, 2017 7:09 pm

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Re: Game Development: Flagging Butcher

Postby hazzor » Sat Dec 16, 2017 5:26 pm

azrid wrote:Removing infinite spawn is a clever way of saying you want soloable dungeons :D


I don't think dungeons should be soloable (perhaps excluding the lowest difficulty ones, giant anthill gimme gimme gimme), and I also think that infinitely spawning enemies is dumb. I just think it's a boring solution to force grouping.
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Re: Game Development: Flagging Butcher

Postby ricky » Sat Dec 16, 2017 5:37 pm

In regards to infinite beaver:

In Zelda: twilight princess there were these battles where you had to kill all the monsters simultaneously or else they would revive with full health.
( Video as example: https://youtu.be/-niuM878oYA)

Perhaps a method similar to this could be used? Instead of beavers dying and respawning they could be knocked out and revive ~3 seconds later with full health if all mobs in the area aren't killed within time. If each room had a fixed set of beavers you wouldn't have to work about the infinity beavers being unbutcherable.

You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
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Re: Game Development: Flagging Butcher

Postby jorb » Sat Dec 16, 2017 5:59 pm

ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.


If that makes anyone happy, I could go for that. Functionally it's the same thing.
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Re: Game Development: Flagging Butcher

Postby svino » Sat Dec 16, 2017 6:31 pm

jorb wrote:If that makes anyone happy, I could go for that. Functionally it's the same thing.


if its not a time consuming thing to implement, i think you should. It'd make a lot more sense and be easier for the people who're not killing the beavers fast enough to understand what they're doing wrong.
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Re: Game Development: Flagging Butcher

Postby Granger » Sat Dec 16, 2017 6:42 pm

jorb wrote:
ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.


If that makes anyone happy, I could go for that. Functionally it's the same thing.


Please.
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Re: Game Development: Flagging Butcher

Postby Lunarius_Haberdash » Sat Dec 16, 2017 7:29 pm

jorb wrote:
ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.


If that makes anyone happy, I could go for that. Functionally it's the same thing.


This seems like a nice balance.
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Re: Game Development: Flagging Butcher

Postby Myrgard » Sun Dec 17, 2017 11:58 am

jorb wrote:
ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.


If that makes anyone happy, I could go for that. Functionally it's the same thing.


It's not the same thing, not by a long shot. It might be similar from your gameplay perspective but it makes a MASSIVE difference from a roleplay perspective. Please.
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Re: Game Development: Flagging Butcher

Postby Carnation » Mon Dec 18, 2017 2:16 am

that sounds like a really good idea
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Re: Game Development: Flagging Butcher

Postby Potjeh » Mon Dec 18, 2017 3:02 am

LOL if you're gonna go with necromantic beavers might as well give it a thematic objective, like an object that revives the beavers that you have to try and destroy while the beavers are down or while your friends are holding them off. That light thingy could work, though probably with less soak/HP. Or necromancer beavers, that try to hide behind their buddies instead of rushing in to fight you.
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