Here are some ideas from me:
-Spiders - lurking in shadows, at walls and ceilings they jump down onto their prey. When scared they do jump and walk walls, floors ceilings and even buildings.
-Trolls - Generally just three times bigger clonks, but aggresive and a bit slow
-Dragons - Appearing in many colors and sizes (young, old, ancient). Sometimes can be mounted, depends on scenario options. (Probably more fitting for an expansion pack)
-Clonk-eating plant - Unable to move, but spitting acid and throwing everything nearby at your clonks with its tentacles.
-Zombies - Aggresive remains of dead clonks.
Also think about AI, enemies should act simply, but deadly, and they should be fun to battle.
So it can already by something like an obstacle like an aggressive plant that attacks nearby Clonks. Or a bubbly little fiery thing with big and cute googly eyes that get so frightened if a Clonk approaches that it explodes ;-)
For "enemies" I don't think it is necessary that they are aggressive as such.
> For "enemies" I don't think it is necessary that they are aggressive as such.
I should rather say: "Deadly when angered", but of course not too much, so they wont be *that* hard. I also think, that boss-like enemies that are hard to beat could fit the game. What about multiplayer raids with goal to kill single, but very big and powerfull monster? Best if players would have to take advantage of terrain modification to win. Good idea would be to create some enemies composed of many parts, that act separately, but also work together. An example: Giant golden statue with six arms, that do act separately, so down arms catch your clonks, and middle and upper arms throw stones at clonks that are further away?
> [...] but simply flood the cave. This is Clonk, you know? ;-)
hmmm, I didn`t think about that. But you see... to flood the cave they would have to build a base, construct foundry, chop wood, mine copper and then produce pipes/wires (and that would need a building too), and also a windmill/power plant. So maybe the boss enemies should be at least partially immune to water. Also the caves could be so large, that it wont be possible to flood the cave (another idea would be to make a little hole at bottom of the cave, so the water won`t stay there. Players would have to lure monster to one end of cave, and then send someone to construct a bridge over the pit). And also some more fresh ideas from me.:
-No idea for a name - Strong one, can dig up and down, then he travels these tunnels with his four legs, and uses two hands to kill any Clonks that get into his territory.
-Ghost - He fights just as other Clonks, however every ten seconds he gets non-material and phases trough walls and floors. Strikes in most unexpected moments
>Yes, enemies. I think the most important thing about enemies that you already mentioned is that they are fun to combat.
I have quite a nice concept which I would really love to start implementing (to show it). But a bone system would make stuff a lot easier there :x
>Wusstest du, ...
>Bild:Wipf.png...dass der Wipf nicht seit Clonk 1 besteht?
>
> Er erschien zum ersten Mal in Clonk APE, hatte dort aber noch nicht seine typischen Konturen. Erst in Clonk 4 bekam er sein typisches >Aussehen und ist seither das Wappentier von Clonk.
From the german Clonk-Wiki.
English Translation:
Did you know:
that the wipf did not exist since clonk 1?
It first appeared in Clonk APE, but did not look like now. It first became its typical look at Clonk 4.
>[...]Would you please add an english translation since this is an english forum? :)
Don`t worry, we have Google Translate, maybe translated text doesn`t have any sense, but it is possible to decode what you meant.
Zaps->Spiders (little, only on the floor, only in swarms).
Monster->Troll/Oger
and so on.
I like pretty much the idea of a Clonk-Eating-Plant, as the Worm of the new Hazard for CR, but less agressive.
PS.: I also do not like Polish.
<small font>
*I always kill bunches of them at a time.
</small font>
In addition I favoured the unknown or vague names like Monster or Wipf (and I do really like the Wipfs ;) for OC I would give them a little more AI like fleeing from Clonks and fire and no random digging but forming some kind of den).
And what's the problem, that these enemies are Fantasy-themed - they are meant to be challenging and fun to combat!
Also I think, that you will keep magic (especially enchanting items), as it is (as for me) *very* important part of Clonk, so when there will be magic monsters like that would fit OC very good.
> No, no and no - animal enemies?
Yes, yes ;) Clonks are cruel and animal hating beings (except Wipfs - they do really like Wipfs for money making reasons)!
>No, no and no - animal enemies? That would be too cruel, also fantasy monsters would be more challenging than animal enemies, and also killing a mindless zombie would be less cruel than killing animals.
I say, if we want to have new enemies, we should invent them ourselves. Neither take some standard rpg-foes (zombies, spiders, ..) nor take real animals. More animals in the direction of Wipfs and Monsters - having an own style and being unique
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