|
|
|
|
|
|
Posted: Mon Feb 14, 2011 9:44 pm
An animated keyring. The name is a reference to "keese", from the Legend of Zelda series, and should probably be changed so as not to be too much of an inside joke. Like "keese", these little guys would serve as zOMG!'s bats ('cause Clutches don't count).
They would appear, primarily, in swarms - in rooms where the door to the exit is locked. One of the Keyse in such a room would be the key, theoretically - you keep killing them 'til you find a key that fits. They move quickly, have lots of Dodge, but beside that are fairly fragile. They're not aggressive, or particularly dangerous - more a nuissance than anything...
EDIT: Concept art, for the little guys. My apologies for the poor quality of both the image and the artwork. But I think you get the idea... gonk
EDIT EDIT: Finally finished vectoring this one. I started, originally, as one of my first projects, but I wasn't quite up to it at the time. I think I've improved enough to make it reasonable, now... 3nodding
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Feb 14, 2011 10:32 pm
Uh... I'm perfectly fine with inside references in zOMG. Do you realize how many other inside jokes there are? Keyse is a perfect name for the little buggers, and that's a neat concept to boot.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Feb 14, 2011 11:06 pm
Inside jokes are more than acceptable.
But I wouldn't like to see this animated in game. It's too cute to attack D:
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 6:45 am
The only problem I had was that if you didn't get the reference, the name really wasn't very descriptive - a good name would make sense either way, and simply have a little extra for the in-crowd.
But if you guys think it'd be alright, I trust you... sweatdrop
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 8:17 am
Keyse... reads like keys*... looks like keys... probably would sound like keys... and sorta work like keys. If somehow the name wasn't enough, the rest will compensate. The name's alright, or at least better than "OMG".
This' a great idea. Tho, wouldn't Lost Keyse be more appropriate?
*blah
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 8:40 am
Yeah, I think the "keys" sound makes it descriptive enough.
With the AoE's we have, swarms of fast moving things aren't too hard to kill I would think (especially if they do attack and do the normal swarming style of attack - it would be best for them, I think, if they flew in from one point, struck once (relying on numbers to actually do much damage) and then flew to a rallying point away from other players (maybe to a specific animated which would never attack and would keep its distance - maybe a set of possibly points to rally at, and they'd go to the one closest to the fewest players, etc.), where they'd heal up again). Maybe have actually medium damage abilities, but over long DoT's (like, 30 seconds and upwards long) or something of that nature. Since more would keep attacking you, the DoT's would just keep adding up.
Edit: Also, chests could be in these rooms too. Either different keyse drop different keys, and you have to try it for each - or the same keys work for both the chests (which have small rewards, but there are a lot of them - they might also spawn more creatures or insta-buff all the keyse in the room or something) and the locked doors. It's just how you prioritize your saved up keys dropped (especially if there are patrols of other more dangerous animated following).
|
 |
 |
|
|
Atrash the Squidmonger Vice Captain
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 11:07 am
I see a Golden Snitch game in the work like that one on Harry Potter.
You find a door. Try to open it with the key that's stuck in it. The key flies off with a crowd of a bunch of other keyse that came flying out of nowhere. The keyse you want to open the door is randomly chosen from the ones that spawned and flew to other screens, and they tend to run away from you more often than fight back, like stated above, attack once, then run to a rallying point (from among several possible?)
To make it more annoying or not? - If you kill more than half of them and you still didn't get the right one, more will respawn to keep the number roughly constant at half the original mob. -
Anyone may ask, "what's the point of doing this suggestion at all?", to which I respond "any animated who makes players post 20 threads saying they hate it is a good animated". Also, "for fun."
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 3:27 pm
Yes, if I didn't make it clear in the original description, these guys are much more the running-away type than the fighting-back type. whee Yes, they will attack you (like Atrash said, more of a hit-and-run tactic), but since they're not really designed to pose a threat, that won't be their focus.
Also, I'd expected that their 'swarming' patterns would keep them out of AoE range, for the most part - and when they are caught in AoEs, I expect the high Dodge to keep them from really being killed en masse.
And, yes; it's just as important to make enemies people hate as it is to make enemies people love. Give them a reason to want the buggers dead... twisted
EDIT: But apparently, Val's immune to that last bit... sweatdrop
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 3:30 pm
you mean like how they had those flying keys in the first harry potter movie, and that only one of them was the key that fit?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 3:59 pm
Believe it or not, Harry Potter was not actually the inspiration for these little guys - though I did realise the similarities, shortly afterwards. They concept arose in a thread, where we were dicussing the potential possibilities of having enemies carry keys; and I just removed the middle-man... sweatdrop
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 4:23 pm
Red Kutai Believe it or not, Harry Potter was not actually the inspiration for these little guys - though I did realise the similarities, shortly afterwards. They concept arose in a thread, where we were dicussing the potential possibilities of having enemies carry keys; and I just removed the middle-man... sweatdrop
hmm, maybe it could be like there are several of the same animated in one room, and only one of them has the item needed to open the door, like the grunny-sub commander, the only difference is that you don't know which one you need to kill
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 4:29 pm
Red Kutai where we were dicussing the potential possibilities of having enemies carry keys; and I just removed the middle-man... sweatdrop The idea on that thread must have gone somewhat like this: "That Grunny Commander was holding a combin- uh, hey! Where did that paper go?" "OVER THERE!" "CATCH IT!" *plays benny hill theme and throws random grunckens on-screen while performing this act*
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Feb 15, 2011 4:37 pm
Quintafeira12 Red Kutai where we were dicussing the potential possibilities of having enemies carry keys; and I just removed the middle-man... sweatdrop The idea on that thread must have gone somewhat like this: "That Grunny Commander was holding a combin- uh, hey! Where did that paper go?" "OVER THERE!" "CATCH IT!" *plays benny hill theme and throws random grunckens on-screen while performing this act* *imagines in head* . . . . . . . . . xDDDDD
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Mar 25, 2011 2:56 am
Updating, 'cause I finally bothered to vector the little bugger:

|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Mar 25, 2011 7:09 am
HHNNNNNNNGGGG whee The eyes look better smaller like that, and the teeth are a nice touch, not to mention it looks like an actual bat now. I preferred the concept wings wings though.
Question: Why don't you post this in the z!F now?
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|