Galamoth
Ancient Legion
Eternal Guardian
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Jun 17, 2018 22:50:32 GMT -6
I'm still wondering what kind of effect the "Voltic Chain" secret ability will cause on dying enemies.
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Angel-Corlux
505 Games
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Post by Angel-Corlux on Jun 19, 2018 12:22:08 GMT -6
This came up as a inquiry/concern regarding the upcoming E3 2018 demo for the enemy deaths - we noticed that the monsters like Morte no longer have a unique 'death' - i.e. head flying off, bubbling/boiling when blasted with magic and instead a lot of the monsters kind of disintegrate into pink-ish sparkles/dust. Is there a particular reason for this change, or is it more of a placeholder than anything else? Angel-Corlux Hi there, not sure what you're referencing to since the demo isn't released yet, are you just talking about footage you've seen?
I can confirm that unique death animations / effects are still in the game.
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meruuma
Global Moderator
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Post by meruuma on Jun 20, 2018 0:24:33 GMT -6
This came up as a inquiry/concern regarding the upcoming E3 2018 demo for the enemy deaths - we noticed that the monsters like Morte no longer have a unique 'death' - i.e. head flying off, bubbling/boiling when blasted with magic and instead a lot of the monsters kind of disintegrate into pink-ish sparkles/dust. Is there a particular reason for this change, or is it more of a placeholder than anything else? Angel-Corlux Hi there, not sure what you're referencing to since the demo isn't released yet, are you just talking about footage you've seen?
I can confirm that unique death animations / effects are still in the game. Yeah, that would be the footage we've seen to date (the IGN 16 minute gameplay footage) .
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Post by Saint Germain on Jun 20, 2018 0:37:49 GMT -6
Well it is good to know the cool deaths are still there, Always a fun thing about the igavania games.
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Post by lovelydumpling on Jun 20, 2018 0:48:15 GMT -6
The sound design could still use some work for me personally, but it's such a hard thing to point out because I don't know what makes that good.
I just know the sounds enemies made upon killing them in SotN made all the difference for how satisfying it was to cut them down. From the "toodaloo" of the Blood Skeletons to the whispered "HHHAH! *scatter*" of the other skeletons. And all of the explosions and blood effects and stuff that went "DODODODODODODODODO" as things flared up in a firey glory, or the "AUGUHGUHGUH" of the Bloody Zombie.
The Lovecrafitan cries of the Fire Demon, the "HOHOHO... OOOOH" of the Vandal Swords... the "Shwup!" of the little enemies like Thornweeds. The high pitched shriek Ectoplasm... the "shipshipship" of the Dark Octopi
SotN had such incredible sound design that none of the other games really nailed for me, and I wish I knew how to put it into some kind of constructive feedback because it's easily the most important part to me in regards to making attacking these enemies so satisfying.
EDIT: Looking back I think I made this exact same post half a year ago.
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
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Post by purifyweirdshard on Jun 20, 2018 9:03:37 GMT -6
lovelydumpling I enjoyed reading those enemy noises out loud as I went through the post lol
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jul 10, 2018 20:50:38 GMT -6
Any more info about this? Most of the enemies (if not all?) get disolved in thin air still. No ragdoll / prolong bodies laying around?
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Post by freddythemonkey on Jul 11, 2018 11:20:25 GMT -6
I still fail to see how ragdoll is "satisfying". How is it satisfying to slay an Harpy and watch its body bounce like rubber all over the place? :/ I'd take a nice, detailed death animation over that silly bouncing in a heartbeat. But I agree with Enkeria's main point. Attacking and killing enemies feels pretty much the same as before.
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Zelminar
New Blood
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Post by Zelminar on Jul 11, 2018 23:29:11 GMT -6
I'm personally not a fan of the "dissolve" effect. Seems a bit too "globally used" across all creatures. Additionally the excessive glow is a bit distracting if going to be a repetitious death animation. If it were unique, I'd find this glow a bit more acceptable.
The ONLY death animation I'm actually excited to see is the Big Lions spiral death animation. His death animation allows for a "dissolve" in it's nature. Perhaps it could be excessive blood spewing out instead?
I'd like to see burning, exploding, (no ragdoll please for the love of god). Flying creatures can easily descend and fall through the ground along with some "visual effect" as 'previous games'. etc etc
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jul 12, 2018 5:50:18 GMT -6
Used the term is ragdoll due to lack of English. I don't know what's it called when bodies are still on screen. And buckets of blood are welcome too.
Some minor enemies should have ragdoll effect (the bouncy kind, you can toggle with the weight you know), like toads and rats, the minor ones.
When it comes to big enemies, ragdoll are treated heavy and they should just fall straight down.
But the major thing for me about thinking ragdoll, is that once the bodies are in the background,they are affected by the surrounding.
Imagine you kill something with sword. They fall down. Next enemy is something you decide to burn with fire. You burn it, but you accidentally also burn the corpse right beside you in the background due to splash-damage from that enemy you wanted to burn.
Not saying you can burn corpses, just that it would make sense if there was a splash-damage and only then for a minor flame or spark to occur in the close surrounding at least.
In a level with tides or heavy winds, it would make sense too if corpses just were dragging on the surface along with it.
This happens with ragdoll.
It seems most think about the Goofy "not so well made" ragdoll effect. That isn't what I want either.
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Zelminar
New Blood
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Post by Zelminar on Jul 25, 2018 10:51:41 GMT -6
I believe even in the backer demo, we saw SOME ragdoll effects from enemies. Such as the dogs, rats, harpies, and perhaps among others. But I recall those ragdolls being heavy, which is better than going crazy regarding physics.
I personally always felt that ragdoll deaths were a design ESCAPE to simply make a, what was once lively, a lifeless body that just flails around. If I kill something, I expect it to still demonstrate/exercise what remaining life it has rather then just droop to their death.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jul 26, 2018 5:12:30 GMT -6
Zelminar Still, it fades away quickly. I understand the decision, (less clutter on screen), but a few more seconds wouldn't hurt, making sure they are in the background, heck maybe even forground sometimes when its small or flat enemies, like weed and rats. Ragdoll effects should be heavy, and if a shard would emerge - fine, destroy the corpse at once.
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