ZFGC
ZFGC CP => NPC Design => King of Thieves => Enemy Units => Topic started by: BlazeBigBang on July 10, 2012, 10:32:07 pm
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Name: Mechanoid Fish or Diving Kamikaze
Location: Water Temple, and every dungeon that has water,
HP: 2 heart
Description: a motherfucking mechanic fish that will launch a kamikaze attack to Link
Attacks
Jumping Kamikaze: 1.5 heart. Only works when the player is outside of the water
The fish will launch a kamikaze, in which will jump out of the water to get crash Link
Diving Kamikaze: 1 heart. Only works when the player is inside of the water
The fish will launch a kamikaze, in which will dive to the player in the point where it saw him
Battle Flow: the enemy will stay in the water, but if Link gets close to the water, the fish will jump and attack Link by the air. The player can avoid, counter attack (when getting close to Link), or use to solve puzzles with the Magnetic Gloves. Using the Magnetic Gloves will grab the fish, and allow Link to gain control over it, being able to swim and dive faster.
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You mean Mechanoid Fish. I can be a Grammer Nazi at times. :P
And being able to ride it, was taken from my innovative Sand Glider. :P
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You mean Mechanoid Fish. I can be a Grammer Nazi at times. :P
What a bad man you are >:(
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Reread the post, I edited it. :P
Edit: Edited it again.
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You mean Mechanoid Fish. I can be a Grammer Nazi at times. :P
And being able to ride it was based off of my innovative idea for the sand glider. :P
It actually reminds me to a post of a guy once named zdude, and the post was about a motherfucking sand thingy, but I'm not sure, you know :P
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You mean Mechanoid Fish. I can be a Grammer Nazi at times. :P
And being able to ride it, was taken from my innovative Sand Glider. :P
It actually reminds me to a post of a guy once named zdude, and the post was about a motherfucking sand thingy, but I'm not sure, you know :P
Sarcasm really helps. I'm creative that's why I came up with "The motherfucking sand thingy", which is exactly how you put it. :P
Also do you understand what Kamikaze is?
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Personally I like that they use the Sand Glider's riding mechanic. Since these show up in dungeons there could be some fun puzzles with them, like crashing it into a wall in the Lake Hylia Temple in order to flood another room. It also makes it easier for the player to determine that Sand Gliders are rideable, since the player can note that the two enemies behave similarly and therefore might want to try out the magnetic gloves on a Sand Glider to see what happens.
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Personally I like that they use the Sand Glider's riding mechanic. Since these show up in dungeons there could be some fun puzzles with them, like crashing it into a wall in the Lake Hylia Temple in order to flood another room. It also makes it easier for the player to determine that Sand Gliders are rideable, since the player can note that the two enemies behave similarly and therefore might want to try out the magnetic gloves on a Sand Glider to see what happens.
Maybe have a sign with a diagram of the notion to make it noticable or just have an inscription in the room where you get the magnet gloves, that explains the basic idea of it?
I'll say this then, the Zora made a security system based off of the Sand Gliders Appearance. :P
Mines still more badass since it isn't suicidal.
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And it'll be as you looooooooooooooooooooooooooove things: really clunky, so if you want, you can marry them, Shadow.
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And it'll be as you looooooooooooooooooooooooooove things: really clunky, so if you want, you can marry them, Shadow.
*Takes Baddass Demonic Broadsword and beheads Blaze.*
*He then rips Blaze's soul out of his chest, and incinerates it with black fire*
*Kicks Blaze's body into a pit and causes the area around it to collapse, burying his bloody corpse*
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*The dead body takes out the Gaia Swor- oh wait, I lost it. The body returns to its position*
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*Causes the plane in which Blaze's body is trapped, to collapse causing a spatial abnomally, resulting in Blazes body to become trapped in a pocket dimension deep within the Void World Plane.*
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Guys, let's keep the discussion relevant please.
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Sorry XD
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Okay, about this my opinion is twofold. First I really like the idea of having a water version of Shadow's Sand Glider. I see much potential in it for gamplay uses. Second I really dislike the Kamikaze part, because it is a self-solving problem and a self-blocking solution.
As it is an enemy the Kamikaze makes it a self-solving problem. Just avoid the attack and the fish is gone. Or take the attack and grab a heart (later on). Either way the fish no longer is there to attack you a second time and you didn't need to do anything to acccomplish that.
For puzzles it is a self-blocking solution. Here are a couple of scenario's:
1) Link comes in the room; nears the edge of the water to see what the puzzle is. He gets attacked by a fish or more; the fishes are all gone; the player sees that he needs the fishes to solve the puzzle. The player can no longer solve the puzzle.
2) The player uses the magnet gloves to latch on to a fish and flies over there. Before Link reaches the fish, it takes a sudden turn; the attraction is undone; Link falls in the water; Fish attacks Link; No more fish to ride. No more fish to solve the puzzle.
3) The player uses the magnet gloves to latch on to a fish and flies over there. When Link is close but not yet riding, the fish attacks Link; damages Link; no more fish to ride. No more fish to solve the puzzle.
3) Link rides the fish; attempts to solve the puzzle; bumps a wall; fish blows up; Link fails the puzzle and is back at the beginning; but no more fish to try again;
In the best case scenario Link just has to leave the room and enter again to reset the puzzle. Other cases are leaving the area/dungeon. But the worst case scenario is that the player has to quit and restart the game. All because he cannot progress anymore.
My advice is to make it more like Shadow's sand glider. Having it being really powerful. It leaves the player alone. But when the player attack, it will retaliate and attack the player. You might even have it be a suicide attack, but that does mean that the level designers must be really careful to have a point nearby that can reset the puzzle.
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Firstly,
You mean Mechanoid Fish. I can be a Grammer Nazi at times. :P
Nazi your own grammar, sir, or you appear hypocritical :p
Secondly, I like this idea, and Neik, all those scenarios seem super solvable.
1) Respawning fish, sometimes pesky, but keep them limited to 2 at a time and it's manageable.
2) Once you use the magnetic gloves, you can control the fish for as long as you keep the gloves active. This way you can aim the fish where you want it, it won't blow up on you, etc. Once the gloves are on, any fish in range will be under your control. What if there are two fish in range? If we limit it to 2 fish at a time, as I mentioned a sec ago, each can be a different polarity, the one you're attracting is under your control.
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There are two differents Mechanoid Fishs: the ones with positive charge, and the ones with negative charge. So, I think we all know how magnetism works. You can use Negative Gloves to attract Positive charge Fish, and Positive Gloves to attract Negative charge Fish. Having two in range, if being one Positive, and other Negative, you attract both and move even easier, than grabing only one.
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how about you have them switch polarities occasionally. That would make it easier and then we would only have a need for one variation.
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Could work.
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Secondly, I like this idea, and Neik, all those scenarios seem super solvable.
1) Respawning fish, sometimes pesky, but keep them limited to 2 at a time and it's manageable.
2) Once you use the magnetic gloves, you can control the fish for as long as you keep the gloves active. This way you can aim the fish where you want it, it won't blow up on you, etc. Once the gloves are on, any fish in range will be under your control. What if there are two fish in range? If we limit it to 2 fish at a time, as I mentioned a sec ago, each can be a different polarity, the one you're attracting is under your control.
First the concept of Zelda is that all the enemies are present in the room once you enter. And those are the only ones. Zelda doesn't do respawning. The only reason that enemies respawn is because Link leaves the room and everything has to be reloaded and created. At one point you guys want everything according to official Nintendo guidelines and next it no longer matters.
Second once you let go of the fish, Link will be defenceless in the water. The fish will turn around and attack Link. Because the fish damages Link while he is swimming and diving, there is no way for Link to avoid or defend himself.
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Second once you let go of the fish, Link will be defenceless in the water. The fish will turn around and attack Link. Because the fish damages Link while he is swimming and diving, there is no way for Link to avoid or defend himself.
Pardon me for no explaining this at all. If the player release the button of the Gloves, the fish will keep going on its way until it hits against a wall, or something (Kamikaze again, yay!). If, as Shadow said, the player switch polarities, the fish will continue until hits a wall (Kamikaze all the way, yay!), and Link will be blown away.
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The last time I played ALTTP, there were DEFINITELY respawning enemies, at least in the dungeon where you got the hookshot, misery mire I think. As for other areas of the game, I don't recall, you could be right.
I do think that this fish idea could benefit a lot from going through, looking at all the good ideas, and simplifying a lot. Complicated isn't good very often.
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I do think that this fish idea could benefit a lot from going through, looking at all the good ideas, and simplifying a lot. Complicated isn't good very often.
Nice to meet you, good sir.
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Now that I've replayed ALTTP for 4th time, yes, in the second palace of the Dark World there were respawning enemies. They were fishes that came out of sewers, so we could say that they respawned. Anyone has any comments on this?