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Screenshot:
http://wstaw.org/w/P8M/
Enjoy ! Read the image description. The dillos rolling right are on the same Y coordinate, but their Z coordinate (height) differs. They behave as if there were phantom posts along the whole way.

The image was taken in the last room of Voxcraft level:
https://www.lexaloffle.com/bbs/?tid=1036

Zep, do you prefer bug reports with pictures ? I try to be as clear as possible, but sometimes a picture is worth a thousand words.

P#5395 2011-12-17 05:18 ( Edited 2011-12-23 06:47)

Actually, I don't think that's a bug. I think they were barely hitting the posts above.

P#5414 2011-12-19 17:18 ( Edited 2011-12-19 22:18)

Yep, pictures are great if you can be bothered.

I just had a look at this one -- you're right, they are just catching nearby posts. I reduced the physical radius, and tolerance for steep slopes so that they are less likely to pop up and down unexpectedly.

P#5423 2011-12-20 17:26 ( Edited 2011-12-20 22:26)

If it's not too late to make monster changes, I think dillos are a bit too destructive. They cut through terrain MUCH faster than minotaurs.

P#5429 2011-12-21 01:24 ( Edited 2011-12-21 06:24)

Pictures are great, yes please (if you can be bothered).

I just had a look at armadillos and found a couple of un-tuned parameters. The tolerance for travelling up steep slopes is way too high, as is the size of the area on the ground they sit on (causing the phantom post behaviour).

About the destructiveness -- do you think it's a problem because it makes levels harder design, or that it just looks wrong? I quite like them taking a large chunk of ground just because it's satisfying.

P#5454 2011-12-22 15:59 ( Edited 2011-12-22 20:59)

I like it that they hit hard, but their rate of fire is very high. If you see a dillo in a pit and you're high above it, stand in the same line as the dillo to provoke it. You'll see there are barely any breaks between attacks in the same direction.

So in my opinion it looks wrong. Like a mole on crack, or a bulldozer. I'm fine with frequent attacks as long as they're in different directions. Rather than changing rate of fire, you could experiment with disallowing two consecutive attacks in the same direction. This would have the added benefit of making them look chaotic rather than extremely stubborn. For stubborn destruction you have minotaurs.

P#5487 2011-12-23 01:47 ( Edited 2011-12-23 06:54)

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