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Posted: Sat Feb 19, 2011 11:23 pm
Thard_Verad Red Kutai In fact, the suggestion is just that: you'd have a number of 'floors', each with its own particular puzzle to solve. You'd progress higher up the clocktower, encountering various clock- or time-themed enemies (Animated cogs, Animated bells - anyone want a hunchback in the belltower? xp ), and a slightly different challenge to complete each time. We'd want to avoid puzzles that lose their challenge after the first success, though, so that slightly limits the number of options we have for those, in general.
As I posited above, the Sun and Moon enemies actually are one enemy - just separate faces of it. I hadn't really expected them to have separate Health bars, or the like - simply different aspects of one boss. I suppose it could be a good finale to have both of them show up simultaneously (and thus have access to both the Sun's high damage abilities, and the Moon's control and life gain), but I'm not sure, really, how necessary that is. If it'd actually make the fight more interesting, though, I'd be for it...
Yes, I definitely want to fight the Hunchbell of Notre Durem. Again, with Undermountain being the precedent, the Clocktower could have any number of randomly arranged puzzle rooms to offer up a different challenge each time. I'm all for the idea of facing two seperate foes who combine into a more-powerful entity when they (or just one!) are defeated. Well, I'd hate to overuse that gimmick, though - all of the puzzles we've proposed thus far have randomised answers each time, so there's really no need to change the order of them. If we follow Quintafeira's suggestion, though, there's no reason that there may not be two (or more) distinct pathways through the instance, depending upon the time-of-day... 3nodding
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Posted: Sun Feb 20, 2011 1:15 pm
Red Kutai cnoisy hmm, not sure if this has already been mentioned or not, but considering the fact that the clock tower is the tallest building around, it would most likely be composed of multiple rooms, and in order to traverse to the next room you have to do something to unlock or uncover a staircase that leads to the next room, and so on until you finally reach the top room, which i would think would have a bunch of gears in it and stuff since it is a clock. as for the boss part, maybe it could be like a monster with different forms/stages, the first stage would be fighting either the sun or moon, then the second stage would be fighting the remaining one (if the sun was fought first then you would fight the moon, etc) and then the final stage could be like an eclipse sort of thing, where the moon and sun come together to form one stronger entity, or maybe it could just be you having to fight them both at the same time. In fact, the suggestion is just that: you'd have a number of 'floors', each with its own particular puzzle to solve. You'd progress higher up the clocktower, encountering various clock- or time-themed enemies (Animated cogs, Animated bells - anyone want a hunchback in the belltower? xp ), and a slightly different challenge to complete each time. We'd want to avoid puzzles that lose their challenge after the first success, though, so that slightly limits the number of options we have for those, in general.
As I posited above, the Sun and Moon enemies actually are one enemy - just separate faces of it. I hadn't really expected them to have separate Health bars, or the like - simply different aspects of one boss. I suppose it could be a good finale to have both of them show up simultaneously (and thus have access to both the Sun's high damage abilities, and the Moon's control and life gain), but I'm not sure, really, how necessary that is. If it'd actually make the fight more interesting, though, I'd be for it...
So what if there are the multiple paths, as mentioned, with one side being the "night" side leading to the moon, and one being the "day" side leading to the sun (could be that the night side is on the shadowy interior of the building, while the day side's part of the building has broken open walls and scrambling around the sides with the light breaking through)... The sides could be such that the crew can switch between them at certain times upon climbing, and could be completed by partial crews on both sides (each room would scale according to the number of crew members, so it wouldn't be overwhelming). The two sides of the boss could be fought simultaneously from two different rooms by the different portions of the crew (or maybe it would have the option to fight it - at double the difficulty - with two crews). They might want to have certain players on one side (a healer where there's a lot of damage being dealt - a crowd control cleaner, if such a ring came to being, around crowd control, etc.) or the other. When the boss dies, I'd imagine it as being this big thing in the wall in between the two rooms, and upon dying it would open up a hole to get from one room to the other. Alternatively, the crew could be forced to separate into different groups (to get certain items which were on different paths in the clocktower, or to pull levers or something on both sides of the boss, or something). As for hunchbacks - why not a bell which is a hunchback?
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Atrash the Squidmonger Vice Captain
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Posted: Mon Feb 21, 2011 8:46 am
Trying out vector art for the first time, so I decided I'd experiment with some concept art. It didn't really make it any better. sweatdrop
 (I wasn't sure whether to make the little guys angry, or not. whee )
I haven't thought of a really satisfying name for the little guys - I'm calling them "Cog Bugs", for simplicity's sake. I've also considered "Tic" (or "Toc Tick", or the like - trying to play on their nominal resemblence to ticks, and the sound a clock makes), and a couple other names that obviously weren't worth remembering. Any other suggestions? sweatdrop
EDIT: Here's the original drawing for them - come to think on it, I like the vector'd version better, but that may just be the higher image quality... gonk
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Posted: Mon Feb 21, 2011 12:53 pm
Alright, I'm just playing around with it now, but here's another possible clocktower-themed enemy:

For now, he's tagged as Owlbell, but again that's more a decriptor than a real name. I knew we wanted some kind of animated bell enemy, but I'm still trying to see if I can find a better fit than this one. One benefit of this one is that it also fits the day/night theme - particularly if we can come up with a daytime bell/chime enemy...
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Posted: Mon Feb 21, 2011 9:41 pm
@ Atrash: Please see my earlier post, naming the Hunchbell of Notre Durem.
@ Red: And names like Alarmskeeter or Sand Fluff aren't descriptive either?
I just thought of another time-related enemy that could be owl-like. I'm not a good artist, so I'll give a brief description.
Owlglass - The shape should be obvious. - They initially appear dormant, with all the sand (or whatever) at the bottom. A dormant Owlglass has heightened defenses and a slow regen. - When aggrevated, they flip over and start attacking. After x amount of time, their sand runs out and they end up dormant again.
With regards to the gear bugs, what about calling them Tictox?
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Posted: Tue Feb 22, 2011 1:18 pm
For the gear bugs, what about Arachtix? lol, mostly because they look like spiders =w= anyways, i have an idea i guess, you know how those grandfather clocks have a big pendulum swaying, what of there was an enemy where its hands were the bob of the pendulum and its arms were the lyre? and it's attack would be it swinging its arms down at you? Its face could be like a clock and then it could have a mustache made out of the clock hands? lol, and it's body could be made out of a bunch of gears.
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