Yep but you would need to re-export it after renaming because if I am not mistaken, it has the same filename as the actual spider.Danimal {l Wrote}:then, we can use the old spider model which is really low poly for that, and add that little bit to the Cript to make it creepier
Seems good. Concerning ghoul/ghost, we should try to find one and focus on something else. We can always add the other one when we will have enough rooms.Danimal {l Wrote}:- Creatures corpses are carried here by kobolds
- only one creature per coffin(active spot) allowed
- each coffin has a random rotting counter (say 30 to 50 seconds) that activates when a creature is deposited in it.
- when the counter reachs zero the coffin is "empty" ready for another corpse and some corpse points are added to the room.
- when enougth corpse points are reached/stored by the room an undead creature appears with a 50/50 chance to be a ghoul or a ghost.
IMHO, there should be no limit (other than creature number) that affects the crypt when a ghoul raises (no difference between a dragon or a spider except the bonus for strong creatures).Danimal {l Wrote}:- the corpse points reset after an undead creature has appeared, so you cant get more than one undead at the same time if you rot an specially meaty (hp) creature like the troll, dragon or modified creature.
I agree. It would be cool to have bonus for strong creatures. And max hp seems something that could make a difference between high/low tier and high/low level. Not a bad choice.Danimal {l Wrote}:- Should corpse points added per rotten creature be equal to his max Hp? the creatures rewarded by the Cript will be specialists and very strong, so you will have to rot, say, 40 spiders to get one or instead just 10 knights. I think its better than just using total quantity of corpses rotted.
ok. As all the rest, they should be leveled so that it is interesting to build a prison. But that's the same as for other rooms/creatures.Danimal {l Wrote}:- I still want to use the prison as a source of cheap undeads skeletons as opposed to the stronger undeads given by the cript.
IMHO, we should not rely too much on luck. If I play vs you and I am invincible because luckily, I got 2 Sarcophag where you got 2 ghosts, it won't be a good thing.Danimal {l Wrote}:- A small chance to get a really powerful undead? 47.5% - ghoul / 47.5% ghost / 5% Sarcophag <- or just make this creature available througth sacrifies combinations at Temple?
IMHO, it would be better to make the rats attack the prisoners. It's an evil game after all. And the number of active spots would change the number of rats (and, thus, the time it takes to turn them into skeletons) ^^Danimal {l Wrote}:eaten rats could increase the rate of becoming a skeleton for an imprisioned creature? (plague and all that shit) Thats genius!!!
Bertram {l Wrote}:I'm finding the Sarcophag more fearsome, but it has got no model, right?
It is hard to get used to it (many options hidden in not user friendly menus) but you can do amazing stuff with it. So far, I've mostly done tutorial stuff (up to animating a ginger bread guy)Akien {l Wrote}:Here's how it looks like in Blender (first time I open this soft! :-p)
The PR with the spiders is done. IMHO, it would be cool to have some funny animations. I think it is one of the greatest things in DK: the funny creatures/behaviours/animations ^^Danimal {l Wrote}:It just has a "Walk" and "Idle" animation, swapped for chickens and works fine.
Interesting. In the crypt context, I don't really see a use for that but in some loading screen or in some other room (like casino) we could use that. For now, you probably have more urgent stuff but later, I think it could be of use ^^Danimal {l Wrote}:It had a dancing animation, want me to add it?
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