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MobileSuitSonic

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In the making of my project, I am trying to come up with enemies and the types of elements that they would correspond to. What sort of attacks they would have, weaknesses, etc.

I will post images of such for feedback. Perhaps this will be fun.

Mind you, some ideas could come from pretty obscure sources.
 

Kes

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This is possibly more suited to Game Mechanics Design.
However, if it is just for feedback, then it belongs in Features Feedback, as neither this thread nor Mechanics Design is for feedback on individual projects.

Please clarify what it is that you are looking for so that I can move it to the correct forum.
Thanks.
 

MobileSuitSonic

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This is possibly more suited to Game Mechanics Design.
However, if it is just for feedback, then it belongs in Features Feedback, as neither this thread nor Mechanics Design is for feedback on individual projects.

Please clarify what it is that you are looking for so that I can move it to the correct forum.
Thanks.
Think this can be moved to Game Mechanics?
 

Kes

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[mod]Moving to Game Mechanics Design[/mod]
 

Basileus

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So...could you maybe clarify what you wanted to discuss a little more?

If you only care about monster design, then it would heavily depend on the game world. Orcs work in a fantasy setting but not so much in a sci-fi setting. I'd suggest trying to keep monsters "lore-friendly" but that will of course depend on what your game's lore even is.

If you only care about core mechanics of monsters, then everything comes down to the combat system your game will use. Planning monsters and their attacks and spells first is a terrible idea. A good combat system should test the player on their mastery of the game's core mechanics so knowing what those core mechanics are first is critical. After you have the player's abilities nailed down you can start designing monsters and troop compositions that challenge the player on some aspect of the combat system.

For example: In most Legend of Zelda games you can count on new monsters introduced in the current dungeon requiring the tool found in this dungeon to be defeated. In the 3D titles there are also enemies that require mechanics like Z-targeting lock-on in order to expose their weak points and defeat them. The monsters and puzzles in the dungeons are all focused on challenging the player's creativeness and mastery of their inventory items.
 

MobileSuitSonic

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So...could you maybe clarify what you wanted to discuss a little more?

If you only care about monster design, then it would heavily depend on the game world. Orcs work in a fantasy setting but not so much in a sci-fi setting. I'd suggest trying to keep monsters "lore-friendly" but that will of course depend on what your game's lore even is.

If you only care about core mechanics of monsters, then everything comes down to the combat system your game will use. Planning monsters and their attacks and spells first is a terrible idea. A good combat system should test the player on their mastery of the game's core mechanics so knowing what those core mechanics are first is critical. After you have the player's abilities nailed down you can start designing monsters and troop compositions that challenge the player on some aspect of the combat system.

For example: In most Legend of Zelda games you can count on new monsters introduced in the current dungeon requiring the tool found in this dungeon to be defeated. In the 3D titles there are also enemies that require mechanics like Z-targeting lock-on in order to expose their weak points and defeat them. The monsters and puzzles in the dungeons are all focused on challenging the player's creativeness and mastery of their inventory items.
I'm not being specific really. I mean, based on appearance, what would you assume it would do?
 

barnzie8

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Well does your game have any unique mechanics or skills. People can come up with lots of different ideas based on appearance, same may clash with your vision. Well i guess show some monster images and lets get started.
 

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