Forums › English Language Forums › General › Suggestions

Search

PLAUSIBLE METHODS FOR: Plant Monsters

6 replies [Last post]
Tue, 08/14/2012 - 06:28
Ghret's picture
Ghret

Okay, first off, most of this stuff is taken from this thread. Secondly, I thought of these things up according to Nick's Comment that any Plant Monster(s), if introduced would have to "stand out, or just not have them be an entirely new, fleshed out monster family. Plant monsters as ancillary threats could work." I took this to mean that the Plant Monster should a) Be a striking new Monster Family, or b) a few mundane monsters, alternatively, they could c) ancillary (secondary/assisting) threats.
I chose to take option a and c. Creating a few ancillary threats which are intended to be striking whilst remaining just that, ancillary.
And here they are, all two of them!

The Plant Monster

Spawning Behaviour
Anyway, this is how I envision the Plant Monster working.
The Plant Monster works along the same principle as the Rock Jelly i.e. it has a x% chance of spawning in place of a rock. Except the Plant Monster has an x% of spawning in place of a bush. When it's spawned it appears, for all intents and purposes, as a normal bush; except it can't be destroyed. No projectile, no explosive, no charge attack, no vial, no anything will destroy it whilst it is still a bush. But other than that it appears as a normal bush, all ready to be cut down for Crowns.

But when you get near to the faux-bush it turns into the monster illustrated in the link above (I think using the code which makes monsters attack when a Knight is near would be suitable, just replace the attack line with the transform animation), the head and legs pops out and then the bush starts scuttling towards the nearest knight. It can now be treated as a normal monster.

{{A semi-unique feature for this monster is that it's bush can absorb y amount of hits of any kind (maybe scaled to tier?), and then it loses the bush, becoming denuded. Denuded Plant Monster
[If this seems unnecessary then you can ignore this 'feature'.]}}

Movement Behaviour
The monster quickly scuttles after the nearest knight and periodically unleashes projectile attacks regardless of current situation to keep the knights on their toes/give the Knights a chance to attack it.

Attack Behaviour
The attack animation (drawing over here) is where the monster brings its neck back in preparation for the attack. A short time spent preparing means that it's a melee attack, whereas a long wind-up equates to a projectile attack. The projectile attack is 1-3 balls of green similar to a Gun Puppy attack, the melee attack is just a quick bite forward.

Note: I think that this creature needs no tier-specific skin. Just treat like a Rock Jelly; same set of skills, just levelled with the stratum.
I hope that this fulfils the idea of a plant-based ancillary enemy, Nick?

The Vine Monster!

The core is supposed to a gnarled knot of bark and plant matter, whilst the vines have cilia-like hairs all along its length. Leaves are optional.

Spawning Behaviour
The Vine Monster is something which I envision spawning in large areas. The core pops out of the ground and then the vines spread out from the center by a pre-determined amount.

Attack Behaviour
The monster's - only - attack would be where a blast originates from the center of the core, and proceeds to spread outwards to the tips of the vines, where it will disappear. The attack can either be a standard 'do a certain type/amount of damage', but I'd rather that it be status-inflicting, with the Status effect covering the Core to indicate what status it is going to inflict. The pulse is periodic with a large enough gap for Knights to get close.
Although Gunners could just stand far away and unload into it, there maybe should be a retaliation attack where hitting it with a projectile - and perhaps a bomb? - could unleash a 360 burst of projectiles.

Notes
The Core can either be a simple 'hit enough, it disappears' type of enemy, or it can just go into hibernation where the vines stay put, but the Core disappears for a bit; the latter would make it annoying, the former would just make it a throw-away enemy, won't truly know until it's been tested. Also, making an invulnerable version would make it it into the ultimate enviromental hazard.

Tue, 08/14/2012 - 08:01
#1
Dreathuxy's picture
Dreathuxy
...

There is something called the Dark Harvest Festival

Tue, 08/14/2012 - 10:51
#2
Ghret's picture
Ghret
The Dark Harvest Festival

Is yearly event wherein a Pumpkin Monster and his minions appear randomly in the Clockworks, and give out tokens that can be redeemed into temporary or permanent costumes.

These monsters which I've described are intended to be supporting monsters. Whilst they do not stand up to Knights by themselves, they do support other monsters in attacking Knights. The Plant Monster would harass Knights as they traverse the Clockworks; whereas the Vine Monster would corral Knights into various areas. The former would add (more) adventure to traversing large tracts of land, whilst the latter would bring tactical disadvantages to the field.

And if all else fails, I'm sure that they can be used in a wilderness-based Danger Mission.

Tue, 08/14/2012 - 10:54
#3
Luguiru's picture
Luguiru
The pants were dead

And the dirt was me- What am I doing?

The disguised bush-plant-tentacle-thing is clever to say the least. For its mobility it seems silly for a plant to suddenly start walking around. Rather than add more fantasy elements in a sci-fi themed game, it can still be disguised as a bush normally but reveal itself to be a flower atop a mobile tortoise or something. Not Tortodrone, just a little tortoise which can bite and walk around with the crazy plant on its shell. There can be variations on the plant such as carnivorous (attacks by biting) or flower bud (fires projectiles). Its chauffeur, the tortoise, is not nearly fast enough to keep up with you but it allows the plant to be mobile rather than a stationary turret or grow its own legs and look silly.

The vine one is weird. Is it supposed to be a tentacle monster? Why does it explode? It has vines, it should grab knights and pull it to a deadly center point. Think of it as a jellyfish: the tentacles grab and bring the food to the mouth to eat. Before taking them in it needs something to stun its prey so it gives no resistance. This is usually done with "stinging", which is basically shooting tiny harpoons into the prey which can also be envenomed. Some people say jellyfish use electricity. What they are actually referring to is the barrage of tiny harpoons released from the stingers which is painful enough to be electricity but is not actually electricity. Silly people.

Tue, 08/14/2012 - 10:55
#4
Killerot
+1

love it +1

Tue, 08/14/2012 - 12:20
#5
Ghret's picture
Ghret
REFINE!

The whole point behind the Plant Monster is the surprise of just going near a bush and then having it chase you the feck out of nowhere. As long as that element is kept, the bush can turn into Carmen Sandiego for all I care!

The Vine Monster was intended to be a passive environmental hazard/monster; just constantly sending out pulses of whatever, dissuading Knights from going that way. The one that you - Luguiru - are describing is an active environmental hazard/monster, actively sending out stun darts whilst a black-hole like effect sucks in unwary Knights to its center for Massive Damage.

Tue, 08/14/2012 - 13:38
#6
Luguiru's picture
Luguiru
Stout Shako

Two refeened.

For the weird vine/tentacle thing, does that mean it works as a status pad but in vine form? And killable? That seems unnecessary.

Powered by Drupal, an open source content management system