Here is a suggestion.
In Volvagia the prefix "Vol" suggests Volcanic or Fire
So Why not just call them Volvagia and Cryolgia(Cryo-ice)?
Or are they going to be nameless in-game?
Here is a suggestion.
In Volvagia the prefix "Vol" suggests Volcanic or Fire
So Why not just call them Volvagia and Cryolgia(Cryo-ice)?
Or are they going to be nameless in-game?
Keeping something big a secret, in case it doesn't work out I can understand.
But he deliberatly drops little hints just to drive us mad.
The boss of Level 2 isn't any sort of Draconoid of an elemental prowess. jman is handling its existence, and I am drawing it. It's basically a 2x2 (Combo/Tile) Orb with two smaller 8x8 (Pixel) orbs circling / orbiting it. There's a description of it in another thread pertaining to L2.
I could have swore that I saw something about Ice Volvagia and Fire Volvagia before. I guess it was outdated material, sorry about that.
Keeping something big a secret, in case it doesn't work out I can understand.
But he deliberatly drops little hints just to drive us mad.
Not at all. Actually, we really have to get moving on Level 2. >.>' I feel like we never solidified the plans for level 2. I've got so many copies of them on my hard drive yet I distinctly remember _L_'s winning, yet it still seems a bit ... ... ... what's a good word for it. .. .. .. Abstract.
Good thing I already have a lot of graphics for it all ready. >.> Just hard to make up my mind with a lot of them. If I could start from scratch, it'd be nice, rather than have this ruined embered dusted dungeon/cavern mix/remains motif. Bah. Best start from scratch then. Just the cave walls and rock doors and lava and ice entities.
.. .. .. Oh wait. The conversions from fire to ice will require something unique. ... Okay. Got it. We'll use NoeL's Ice Temple walls, and I'll fix up a unique copy of them for the Melted Fire Cavern Walls.
...
How utterly and completely bizarre. > <. Oh mindfuck. Mindfuck... I pity those who can read minds and are reading mine right now...
To ease the strain on your memory.
The abstraction is simply to allow the screen designer enough free reign to make the rooms interesting.
Also, I've decided that the ladder will be the new L2 Ladder I've made for beta 16, which allows four directions of movement.
Doublealso: there should be absolutely no clue as to where the big boss is, apart from the compass.
Triplealso: there are two scripted minibosses - Ice Volvagia, and the Rival (who defeats a monster called Fire Volvagia just as you enter her room). Both of the dragons are actually the extended elemental heads of an unseen Trinexx, who bursts through and swallows the Rival when you "defeat" her.
Quadruplealso: all of the "stepladder gates" should probably be water tiles.
On the subject of the "Ice Volvagia" miniboss (and I agree that its name is an oxymoron) - with my current forays in enemy movement patterns, I'm thinking I can create this Miniboss by implementing its component attributes in ZC directly.
* Take the Lanmola,
* Make its component parts move in a sinewave pattern through the Z axis,
* Make it so that the entire body takes cumulative damage, rather than just the component parts,
* Make its head shoot projectiles,
...and there we go!
Is that hard in terms of:
A) Coding
B) ZC Code (i.e rewrites, possible bugs)
Not really, or I wouldn't have mentioned it.
...maybe the third bullet point could cause problems.
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