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Beam Zombie Feedback


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 Post subject: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 13:26 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
I noticed the beam zombie has a low rating of ~2 stars. Is there anything I can do to improve it? What issues is anyoe having with it, as far as I can tell it is fine? Perhaps it causes too much damage?


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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 20:06 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
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Huh, I thought it deserved a lot higher than that. The specific reason is probably because the beam trail doesn't appear in Skulltag (Skulltag problem, not the monster's). I'll add a note in the description for that. (Edit: Just wrote the description and added that note)

If you want more detailed feedback, I'd make it do less damage, and add a power-up sound to the gun, as more of a warning. I like your attitude, by the way. "What's wrong with this so I can improve it" isn't something I hear often.
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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 20:18 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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Uh, people look at the star ratings?
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 20:30 
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Icon of Sin  O'Neill with it.
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Joined: 13 Dec 2009, 20:48
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Gez wrote:
Uh, people look at the star ratings?
This isn't /idgames so I don't see why not.
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Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.


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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 21:58 
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Hades Elemental  Some Kind of Monster
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Joined: 20 Feb 2012, 21:52
Posts: 349
Location: Southern California
I do think the beam does a bit too much damage, especially considering how good his aim is once he's "locked in" (though if you get out of his line-of-sight before that, you don't tend to take much damage). Perhaps you could have it fire non-damaging "dummy" beam projectiles every couple tics to give the appearance of a continuous beam, but with lower damage. (Sorta like the Cacolich's gas attack, if I remember correctly.) I'm not sure if he needs a "charge" sound pre-attack or not, but perhaps extending the duration of his "aiming" frame about 20 tics or so before he shoots could give the player fair warning.

I do like the "sweeping" effect of the beam, though, and the way the beam projectile is scripted is quite clever...I could learn a couple useful tricks from it.

Also, is there a good way to introduce a little bit of aiming variation or "lag" into his "locked on" stream? As it is, once he locks on, it's real hard to shake the beam. I originally thought that maybe he was calling A_FaceTarget too often, but reducing the frequency of this doesn't seem to consistently help too much.
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Last edited by MagicWazard on 11 Mar 2012, 23:29, edited 1 time in total.

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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 23:17 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
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Don't double-post like that. Edit your previous post.


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 Post subject: Re: Beam Zombie Feedback
PostPosted: 11 Mar 2012, 23:36 
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Hades Elemental  Some Kind of Monster
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Joined: 20 Feb 2012, 21:52
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Ghastly wrote:
Don't double-post like that. Edit your previous post.


Whoops, sorry. I condensed my thoughts into the original first post, but I don't seem to have the option to delete the double-post anymore--sorry about that.


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