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Re: Jungle Mobs

Posted: Thu Jul 06, 2017 6:08 am
by Armhulen

Bottom post of the previous page:

danno wrote:balanced for planetstation

Re: Jungle Mobs

Posted: Thu Jul 06, 2017 4:30 pm
by Ergovisavi
I fully admit that the mobs I create may be overtuned, as their largest source of testing comes from myself. That said they aren't even put anywhere on the map yet, so nobody has really seen them, so maybe dial down the YOU'RE LITERALLY FUCKING HITLER until they've seen some action?

Also, I don't see what the big deal is on the leaper, I kill the thing without a scratch with a knife.

Re: Jungle Mobs

Posted: Fri Jul 07, 2017 3:11 am
by Xhuis
Leapers are very easy to kill. They have specific tells and timings between their attacks.
If you'd like some help, there's a small infographic that might help you here:
Spoiler:
Image

Re: Jungle Mobs

Posted: Fri Jul 14, 2017 8:03 pm
by Ergovisavi
'Nother new mob, probably the last one for a long while.
https://github.com/tgstation/tgstation/pull/29253

Re: Jungle Mobs

Posted: Fri Jul 14, 2017 8:22 pm
by Armhulen
make sure it's player controllable!

Re: Jungle Mobs

Posted: Sat Jul 15, 2017 12:50 pm
by Incomptinence
it would be neat if a plant shot seeds and did un-dodgable vine attacks instead of magic lasers but okay I guess.

Maybe need some low quality filler sprites to resprite some existing or plain basic mobs because most of ergosavis new stuff seems to be in the "bring a friend or know the pattern and slowly kill it. Flat out die if you are under any slowdown/ping/lag spike" school of thought.

Re: Jungle Mobs

Posted: Sun Jul 16, 2017 1:24 pm
by kust
Why not have random mobs so you never know what to expect in the jungle ?

Re: Jungle Mobs

Posted: Mon Jul 17, 2017 6:12 am
by Screemonster
kust wrote:Why not have random mobs so you never know what to expect in the jungle ?
Random mix-and-matching the mob sprites with behaviour so you can't just look and know "oh that's an X, I fight it by Y" at roundstart would be interesting

inb4 the RNG decides to pair "cute little bunny sprite" with "bubblegum code"

Re: Jungle Mobs

Posted: Mon Jul 17, 2017 9:05 am
by Remie Richards
Screemonster wrote:"cute little bunny sprite" with "bubblegum code"
ponty mython.

Re: Jungle Mobs

Posted: Mon Jul 24, 2017 2:17 pm
by bman
add fake trees

Re: Jungle Mobs

Posted: Thu Sep 14, 2017 9:50 pm
by AnonymousNow
NOT EVEN READ THE REST OF THE THREAD JUST GONNA DUMP THIS HERE.

An immobile hostile rafflesia that sends out clouds of flesh-searing toxin in various directions and formations. It turns a bit into a bullet hell, but much slower, as you have to dance around their waves of corrosive pain.

A rare, spooky mob that appears behind you sometimes when you walk through darkness. If you always look away from it, it'll never do anything to you, and it goes away if you reach a station tile. If you look at it at any point, it starts attacking you in a frenzy.

A player-controlled giant ant nest, which work like spiders & ash walkers mixed together - maybe half a dozen different varieties of ant, all spawned from the queen to whom they return the bodies of fallen enemies.

Snake mob. Long, takes up several tiles. Will pursue mobs - if it ever straightens up completely while pursuing a mob, it will charge forward several tiles VERY quickly. Consumes mobs for additional length and health.

Giant frog. Not hostile unless provoked (or you're a flyman). Can be rode; acts a bit like a janicart, with a button that lets it bound forward four steps, or occasionally leap seven (you stay in the air for two seconds doing this last one).

Re: Jungle Mobs

Posted: Sat Sep 16, 2017 11:29 am
by Incomptinence
AnonymousNow wrote: Snake mob. Long, takes up several tiles. Will pursue mobs - if it ever straightens up completely while pursuing a mob, it will charge forward several tiles VERY quickly. Consumes mobs for additional length and health.
Gave me flashbacks of how demented and buggy space worms(?) were. Snake inspired expanding people eater tended to eat itself too or just tear i guess leaving just a head. Part of the reason coders fear the multi tile.