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Messages - HyperRidley

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41
Side Quests / Re: [Submission]Thief Hideouts
« on: June 14, 2012, 03:16:50 am »
Ah, that clears things up.

Maybe Sykes could have a hard-to-find hideout containing something like a giant rupee or a piece of heart.  XD

42
Approved / [Approved] Krackelen
« on: June 13, 2012, 11:14:24 pm »
Name: Krackelen

A monster that rampaged through Lake Hylia, the Zoras were able to confine it to the water temple in order to defend the Sea Cog.

HP: 5

Appearance: A squid-like monster 5x Link’s size with 4 tentacles and a single eye.  It floats at the surface of the water.

Location: Water Temple

Attacks:

Thunder Aura: Krackelen has a natural electrical aura around itself.  Contact with the aura, including striking it with Link’s sword, deals .25 HP and stuns Link momentarily.

Thunder pulse: This is Krackelen’s most common attack.  After a brief pause, Krackelen releases several electric spheres which are magnetized of either polarity (it is random which polarity they receive).  These spheres deal .25 HP on contact in addition stunning Link momentarily, and they bounce around the room at a moderate speed.  They last for 5 seconds.

Spinning Assault: Krackelen spreads its tentacles and proceeds to whirl around like a top.  After “revving up” for 2 seconds, it will charge at a high speed in Link’s direction.  If it misses, it will ricochet off the first wall it contacts, and then the next time it ricochets it will again head straight for Link.  The fourth time it hits a wall, the attack ends.  Contact with Krackelen at any time during the attack deals .5 HP.  The best way to evade the attack is to put as much distance between Link and Krackelen when the attack starts and roll to when the beast charges.

Whirlpool: Krackelen anchors its tentacles into the ground before inhaling, creating a suction effect that covers the entire room!  The effect lasts for 3 seconds.  The only way for Link to avoid this is to keep running away until the move ends, but he will still be slowly pulled towards Krackelen for the duration.  Fortunately, the attack has a noticeable startup animation, giving Link a chance to put some preemptive distance between himself and the boss.  If Link does end up being pulled to the creature, it will deliver a powerful bite that deals .75 HP, knocks Link back rather far, and automatically ends the attack.

Concrete Rain: Krackelen slams a tentacle into the ground, releasing several pieces of rubble from the ceiling that hit the ground 2 seconds later.  Link can tell where the pieces will land thanks to their shadows, but if he doesn’t get out of the way he suffers .75 HP and is knocked down.  The rubble disappears upon hitting the floor.

Tidal Smash: Krackelen roars after a brief delay, sending 4 large waves across the room.  They travel in either a + or x pattern from Krackelen’s body, dealing .25 HP and pushing Link against the wall.  This is primarily a defensive technique to keep Link away, but the large area the waves cover makes it more difficult to dodge Krackelen’s other projectiles.

Battle Flow:

Krackelen is fought in a room filled with shallow water.  At first, Krackelen appears invincible, as it is immune to Link’s ranged weapons and trying to use Link’s sword only damages himself!  In order to win the fight, Link must disable Krackelen’s thunder aura.  He does this by using the magnetic gloves to absorb Krackelen’s electric spheres.  Attracted spheres will gather in front of Link to form a larger sphere, and when Link chooses to repel this sphere it will shoot straight ahead at a high speed.  If this hits Krackelen, its thunder aura will be disabled temporarily, allowing Link to damage the creature.  While the thunder aura is disabled, Krackelen will still attack, but contact with its body will merely push Link aside with no damage.  Making things more challenging is the fact that the amount of spheres Link collects before firing affects the amount of time Krackelen’s thunder aura remains disabled.  If Link only fires off a single sphere, it is doubtful he can deal more than one hit unless he is at close-range when firing.

There are 2 phases to the battle.  In phase 1, Krackelen will slowly move around the room at random, occasionally pausing to attack.  At this time, it has access to its thunder aura, thunder pulse, and spinning assault attacks.  After losing half of its health, Krackelen will head to the center of the room and stay there for the remainder of the battle.  It will no longer perform the spinning assault attack, but it will start to use the whirlpool, concrete rain, and tidal smash attacks!

While Krackelen deals relatively low damage, its threat comes from the fact that it can and will have multiple attacks active simultaneously, and Link will often have to put himself in the line of fire in order to collect spheres to fire back at the boss.

change log:
June 15: Updated "spinning assault" attack
June 23: Rewrote battle flow, added new attacks, updated preexisting attacks.

43
Side Quests / Re: [Submission]Thief Hideouts
« on: June 13, 2012, 06:37:30 pm »
Good concept, but I'm a bit confused on how they work.  Are they one big maze-like room, or are they like mini dungeons?

44
Overworld/Locations / Re: [Submission]Hyrule Town Concept Layout
« on: June 12, 2012, 11:09:32 pm »
This looks pretty good.  As I said in the overworld thread, I also like Donotfeedthemax's idea of saving the moat for the absolutely poorest citizens.

If there's one change I would make, it's for the rich area to completely surround Hyrule castle.  I don't think the royal family would be too pleased having slums right alongside the wall to their gardens.

45
Cut Submissions / Re: [Submission]Wizzrobes
« on: June 12, 2012, 06:34:04 pm »
That looks much better.  :)

46
Cut Submissions / Re: [Submission]Wizzrobes
« on: June 12, 2012, 03:37:42 am »
I like them, but I think the fire version could use a little more differentiation than just being a slightly stronger version of the magic one.  Maybe it could have a few unique summon possibilities.

47
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 12, 2012, 03:29:45 am »
Also, even if some of the slums are in the moat, it doesn't mean they all have to be. Maybe the moat is like the worst of it all.

If we go this route, perhaps we can have some sort of black market in the moat.  The guards/upper-class citizens don't really care since it's just the societal outcasts ripping off each other.  This would also make for a nice hideout for the thief gang Link belongs to.

48
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 11, 2012, 07:19:10 pm »
I agree with zdude.  Unless the moat is just HUGE it would feel awkward for the rich to make up the majority of the town's space.  I could see it working if the middle class is included with the higher-ups and are allowed to mingle with the truly rich folk.

49
Enemy Units / Re: [Submission] Soldiers of Hyrule
« on: June 07, 2012, 12:33:23 am »
Yeah, I can see it working like that.

50
Enemy Units / Re: [Submission] Soldiers of Hyrule
« on: June 07, 2012, 12:05:01 am »
Looks pretty good!  One criticism I have is that it feels awkward for them to be immune to bombs.  I know Link's not supposed to be killing them for story reasons, but perhaps rather than simply be immune they run away or duck for cover at the sight of one.  This also gives the player a last-resort option if there are a lot of them closing in by using up one of his bombs.

51
Approved / Re: [Submission]Volcanoraxus
« on: June 06, 2012, 07:22:28 pm »
Looks like a solid start.  I'm confused on how his firespray works, specifically how he shoots the projectiles.  Is it a spreadshot, a focused cone of fireballs, several shot to random locations, ect.

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