hey guys, i was toying with some gameplay ideas as usual. I did this gameplay test with a boss unit which use only auto-cast abilities, made with data only. Take a look and try to slay it with Artanis unit. I want to ask is it any good or people like triggering bosses much more?
The balancing of Artanis abils is pretty poor, i didn't spend too much time on them. The tooltips i just wrote for 2 mins before posting here so nvm the mistakes and no data referencing of values :X
That's so cool. I think it could work but any terrain would mess up the kiting, and the fight couldn't last very long due to the kiting going 1 direction.
This would be nice for a like mini boss fight or like a special unit in the map
I think it could work but any terrain would mess up the kiting
You can actualy test yourself in that map :X. That was true when i used my complex triggering kiting system that was a pain in the ass for me as non-programmer. With data it actualy much easier, i need just set the order for move ability to pretty reasonable distance like 6-8 and the internal sc2 pathing system will handle almost any situation. Yes it simple movement, not much strategy but still works.
Edit:
I mean i played Titan Quest, etc. a lot and noticed that boss AI from there can be simulated just by auto casting and it still somewhat fun (maybe..). Just need to find the good synergy within a boss' skill set, idk. Just wanna ask people.
i rly DONT like when every spell of boss could be dodged. I think player should suffer moderate damage and occasionaly, if doing rly bad - heavy damage.
Considering that I have a map where units have like 3-9 auto cast validators along other stuff I find that data for auto-casting can be really usefull, and fun
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Man that was gorgeous. Its a bit unbalanced and can feeel a bit random due to insufficent movement telegraphy, but it was still pretty good. I think a small general AI logic could be present but overall this could work well i feel.
I think dodgeability would depend on the map style, but you could perhaps give sufficient windows to reduce damage, and maybe have more than one thing to worry about (minions, other objectives, etc) so in aoccasions dodign is not quite viable.
What exactly was unbalanced the windows (i.e. cooldowns) between warhound's abilities or hero was too strong? I thought of increasing cooldowns for few warhound's abils but then i kinda forced to increase his life to something like 1000-1500.
I did pretty low health pool for it because i dont like bosses with too high health. I prefer like quality vs quantity approach.
Telegraphing is basically a way to directly or indirectly announce your attacks. Be a body gesture, a charge up, a reticle on the ground, or the enemy actually saying "I will do X move!". The window between telegraphing and actually attacking can vary. Weak moves can have a very small window so the player has to take care to not die a death of a thousand papercuts. Strong moves can have a longer buildup so the player can prepare for it, by adding buffs, dodging or whatever is relevant for the game style. Some good examples about telegraphed movements come from the Punch Out series and the Mario & Luigi RPG series; in both series most opponents have different ways to announce how and where they will attack, and as a player you have to pay constant attention to how they act or what they say so you can dodge or minimize total damage output. (more here: http://www.gamasutra.com/blogs/MikeStout/20150902/252736/Enemy_Attacks_and_Telegraphing.php)
In a more analytical evaluation, on your boss encounter, the player only has to worry about positioning on the first strike, to prevent the drones from attacking you first, and then the only external element aside from cycling your cooldowns is to dispose of the minions, with SCVs first and marines second.
My suggestion would be to switch to marauders or any other debuffing unit that would not only damaghe you but might risk your total DPS against the boss, and having positional abilities - the pulse wave thing could have a large distance knockback that would give the hero a bigger sense of urgency since during the time you are unengaded the boss is getting free life back at a fast rate. Or, since your hero by default is melee, maybe a very small nova attack that deals sufficent damage so the hero is forced to retreat and consider switching to the orbs, focung you to evaluat if you will just spam the once the cooldown is over or you would rather wait until the boss uses his nova attack.
I cant say these would work right off the bat, but I would still endorse the idea of having the player evaluate his options as to how to engage the enemy while still dealing with still that would intent to interrupt his dps stream.
For my data based boss fights, I disabled boss attacks, but gave an ability which looked and acted like an attack. This caused the boss to flee from someone damaging him. I also gave them various move to point abilities. Each hero has its own range, and target validator. This causes the boss to chase specific units. The abilities also have requirements so their casting is reasonably smart. I like the data only approach because I can plop bosses anywhere and they will just do their thing. In the wee hours of the morning I held a contest between all of the bosses to see which one could defeat the most number of other ones.
hey guys, i was toying with some gameplay ideas as usual. I did this gameplay test with a boss unit which use only auto-cast abilities, made with data only. Take a look and try to slay it with Artanis unit. I want to ask is it any good or people like triggering bosses much more?
The balancing of Artanis abils is pretty poor, i didn't spend too much time on them. The tooltips i just wrote for 2 mins before posting here so nvm the mistakes and no data referencing of values :X
Take a look if you like:
@abvdzh: Go
That's so cool. I think it could work but any terrain would mess up the kiting, and the fight couldn't last very long due to the kiting going 1 direction.
This would be nice for a like mini boss fight or like a special unit in the map
You can actualy test yourself in that map :X. That was true when i used my complex triggering kiting system that was a pain in the ass for me as non-programmer. With data it actualy much easier, i need just set the order for move ability to pretty reasonable distance like 6-8 and the internal sc2 pathing system will handle almost any situation. Yes it simple movement, not much strategy but still works.
Edit:
I mean i played Titan Quest, etc. a lot and noticed that boss AI from there can be simulated just by auto casting and it still somewhat fun (maybe..). Just need to find the good synergy within a boss' skill set, idk. Just wanna ask people.
i rly DONT like when every spell of boss could be dodged. I think player should suffer moderate damage and occasionaly, if doing rly bad - heavy damage.
A lot of stuff with bosses can be done one way or another, so I'm not sure why you'd specify which is more fun.
Considering that I have a map where units have like 3-9 auto cast validators along other stuff I find that data for auto-casting can be really usefull, and fun
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Man that was gorgeous. Its a bit unbalanced and can feeel a bit random due to insufficent movement telegraphy, but it was still pretty good. I think a small general AI logic could be present but overall this could work well i feel.
I think dodgeability would depend on the map style, but you could perhaps give sufficient windows to reduce damage, and maybe have more than one thing to worry about (minions, other objectives, etc) so in aoccasions dodign is not quite viable.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
can you please clarify this a little bit
sorry i'm not sure what does it means.
What exactly was unbalanced the windows (i.e. cooldowns) between warhound's abilities or hero was too strong? I thought of increasing cooldowns for few warhound's abils but then i kinda forced to increase his life to something like 1000-1500.
I did pretty low health pool for it because i dont like bosses with too high health. I prefer like quality vs quantity approach.
thx for checking this out :>
Telegraphing is basically a way to directly or indirectly announce your attacks. Be a body gesture, a charge up, a reticle on the ground, or the enemy actually saying "I will do X move!". The window between telegraphing and actually attacking can vary. Weak moves can have a very small window so the player has to take care to not die a death of a thousand papercuts. Strong moves can have a longer buildup so the player can prepare for it, by adding buffs, dodging or whatever is relevant for the game style. Some good examples about telegraphed movements come from the Punch Out series and the Mario & Luigi RPG series; in both series most opponents have different ways to announce how and where they will attack, and as a player you have to pay constant attention to how they act or what they say so you can dodge or minimize total damage output. (more here: http://www.gamasutra.com/blogs/MikeStout/20150902/252736/Enemy_Attacks_and_Telegraphing.php)
In a more analytical evaluation, on your boss encounter, the player only has to worry about positioning on the first strike, to prevent the drones from attacking you first, and then the only external element aside from cycling your cooldowns is to dispose of the minions, with SCVs first and marines second.
My suggestion would be to switch to marauders or any other debuffing unit that would not only damaghe you but might risk your total DPS against the boss, and having positional abilities - the pulse wave thing could have a large distance knockback that would give the hero a bigger sense of urgency since during the time you are unengaded the boss is getting free life back at a fast rate. Or, since your hero by default is melee, maybe a very small nova attack that deals sufficent damage so the hero is forced to retreat and consider switching to the orbs, focung you to evaluat if you will just spam the once the cooldown is over or you would rather wait until the boss uses his nova attack.
I cant say these would work right off the bat, but I would still endorse the idea of having the player evaluate his options as to how to engage the enemy while still dealing with still that would intent to interrupt his dps stream.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Fun, no shit. Smart data shit is fun.
For my data based boss fights, I disabled boss attacks, but gave an ability which looked and acted like an attack. This caused the boss to flee from someone damaging him. I also gave them various move to point abilities. Each hero has its own range, and target validator. This causes the boss to chase specific units. The abilities also have requirements so their casting is reasonably smart. I like the data only approach because I can plop bosses anywhere and they will just do their thing. In the wee hours of the morning I held a contest between all of the bosses to see which one could defeat the most number of other ones.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418