Playerset based monsters

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Kage
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Playerset based monsters

Post by Kage » Mon Jun 15, 2009 10:27 pm

A while back I did a screen shot of how we can quickly develop monsters with sprite layering

Here is a something I did that took maybe 10 minutes to do:

http://wiki.themanaworld.org/index.php/ ... e_layering
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Rotonen
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Re: Sprite layering

Post by Rotonen » Tue Jun 16, 2009 8:39 am

IMO we should not go for NPC playerset based monsters. (The undead being an exception, of course.)
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Re: Sprite layering

Post by Fother » Tue Jun 16, 2009 9:07 am

Rotonen wrote:IMO we should not go for NPC playerset based monsters. (The undead being an exception, of course.)
Not to seem off topic... but won't there be need for thieves and bandits for the thief checkpoint? http://wiki.themanaworld.org/index.php/Argaes. As long as we don't have them drop skin, teeth, or other disturbing things, we should be fine. IMHO all of the sprite death animations in general could use a smokey dust blowing away particle effect to clear the the sprite away which could reduce the disturbing factor (or perhaps not). Bottom line: don't ruin my hopes to one day have a random "pirate attack" map on port travel between towns for mid levels. :P [wishful thinking]
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Rotonen
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Re: Sprite layering

Post by Rotonen » Tue Jun 16, 2009 9:58 am

Getting more off-topic, but IMO such quests and mechanics should be PVP.
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Re: Sprite layering

Post by Kage » Tue Jun 16, 2009 5:51 pm

Rotonen wrote:IMO we should not go for NPC playerset based monsters. (The undead being an exception, of course.)
I don't see why not?

We can also give something like markings or special items to indicate they are not players.

Almost every other MMORPG I have played has had some blur between players and monsters.

Plus PvP would not be the best option for the things like thief checkpoint
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Re: Playerset based monsters

Post by Crush » Wed Jun 17, 2009 1:51 pm

The problem with monsters which use player graphics is that they are hard to tell apart from real players. That's why I would prefer to avoid this workaround.

For thief monsters/npcs I would suggest to go for a more crooked, lurking body language than the player characters.
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Re: Playerset based monsters

Post by Xaytor » Mon Jul 20, 2009 9:22 am

I say go for it, it would look fine as long as they are part of the civilised MW (a town's thieves, rouges and other regular people that would attack you), but they should look different from each other, (Stronger,bigger,taller,wider,*daft punk time*) For any humans who are more monster-ish, they need a different appearance to city folk.
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Re: Playerset based monsters

Post by kasra5004 » Mon Jul 20, 2009 10:34 am

Good idea. And i guess u can make the difference by adding thief masks and angry eyes. u can even change the skin color. something like undeads skin.
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Re: Playerset based monsters

Post by Jumpy » Tue Jul 21, 2009 1:53 am

from what i understood player set dev is the priority ?

isn't it ?

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