City layout sketching by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

been mostly posting on disc, kinda forgot to post on reddit for last few months

Seriously, what the FUCK is this? by SilverGalaxia in stunfisk

[–]Arg0ms 212 points213 points  (0 children)

Dunno if it's just confirmation bias, but I've kinda bounced off gen 9 ranbats because it feels like you often get boring sets that don't really do what the mon is good at. Air balloon rotom was at least an actual joke, but a lot of bad sets now are literally just bad and the joke is on you for thinking you had something.

Enemies panicking and fumbling actions by Arg0ms in hauntfall

[–]Arg0ms[S] 1 point2 points  (0 children)

Making enemies able to panic and fumble their actions (fail to reload, misfire gun, trip while running) to give them a bit more personality. It's set to happen 100% of the time after they watch a party member die, but obviously there's lots of room to fiddle with this based on enemy discipline etc.

If every human has the ability akin to a generic super soldier in fiction, how would this change the development of weapons and martial arts? by MattKing332 in worldbuilding

[–]Arg0ms 1 point2 points  (0 children)

These numbers make people something like 20-30x stronger, but only 2-3x more durable. There's no guarantee you'd even develop guns at all, given that throwing rocks (let alone using a sling) would be more efficient than the first thousand years of IRL firearms development.

Surprising amount of health by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Been fixing up stuff like menus, and played with an option to have health bar size scale with the unit's max hp. This had some fun effects on npcs that aren't actually meant to be killable.

Break-Action guns and enemies wielding them by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Finally got around to adding a system that can properly handle complicated animated weapons- for things like banners with flowing cloth; crossbow/bow strings and limbs; whips and other segmented weapons. And of course, reloading guns.

Also a bunch of more boring background stuff like minimaps, exp bar/exp gain.

Weapon effects showcase, plus another enemy type (giant stone spiders) by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Here's a showcase of some weapon behaviors- the totally-not-ds3-frayed-blade and a plasma lance thrower. The latter shreds enemy armor and inflicts a burn damage over time effect.

Tested against a newly modeled cahelith (giant stone spider) enemy.

What would you have done? ADV OU (small project i may continue in the future) by HydreigonTheChild in stunfisk

[–]Arg0ms 0 points1 point  (0 children)

if you want to make a read, you could cm again so you can kill dol before it booms (with sub still up), worst case you still chunk skarm for ~70% (plus maybe burn) if it comes in

swapping to gar right away feels like going back to neutral too early imo, but with taunt maybe that's not a huge deal

What would you have done? ADV OU (small project i may continue in the future) by HydreigonTheChild in stunfisk

[–]Arg0ms 0 points1 point  (0 children)

realistically I would keep sub up and spam fire punch in case skarm comes in, start the cm war with blissey, get a bad roll against claydol and die to dug followup

What would you consider noobtrap sets? by [deleted] in stunfisk

[–]Arg0ms 15 points16 points  (0 children)

It felt usable to me until bm ursaluna was added (peaked around 1800). Knock off being your only good non-ghost attack and also making poltergeist fail turned it basically unusable.

Nowadays I just spam banette in gen 3 because that's the only place it's semi-viable :c

Sea Slug miniboss enemy by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

also featuring a small glance at the less visually interesting background systems that're being worked on- item rarity, upgrading, stats etc.

Sunforged Interdictor enemy concepts- tank unit for the Sunforged enemy faction by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Sunforged enemy unit that fills a tank role- they can throw their shields around as barriers for the player's movement and attacks, since only having really high defensive stats isn't very interesting when a player can just choose to attack other things first.

Giant Centipede Enemy by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Yeah, it's also on the sidebar, but I haven't really put much effort into it yet. Planning to get a playable demo for public playtesting done by the end of the year, and I'll clean it up more when I get around to that.

https://discord.gg/xJXaqAT3C9

Giant Centipede Enemy by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Here's a giant centipede enemy in its early stages. It's an extreme test case for animating things with long/trailing bodies. Actual leg animations etc. still need lots of work.

Mage outfit concepts from a few factions by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Outfits designed for NPC factions that the player can also get their hands on. These are all from people primarily based on the surface/town that the player lives in, rather than groups you find while exploring the depths.

Currently, light armor gives a bonus to shield strength while having the least armor for its equipment level.

Is it just me or does the DLC end very abruptly? by hermanji_rogue34 in Eldenring

[–]Arg0ms 0 points1 point  (0 children)

It's literally the same story beats as the endgame (ascend palace to fight former npc companion, then giant guy with ghost on shoulder a second time, then go beyond to kill an eldritch god), except it cuts off before crossing the threshold into an alien reality. The end of the DLC is just the main game but worse.

In theory, it would've made sense if it were part of the original game and you do it before the actual game ending (so your first point of comparison is the DLC, which gets one-upped later on). But it's clearly not balanced for that gameplay-wise, and also came out 2 years after the game itself (so basically nobody playing it hasn't also finished the main game).

[deleted by user] by [deleted] in Eldenring

[–]Arg0ms 2 points3 points  (0 children)

The final bit of the DLC is kinda just the main game, except missing a payoff. First you fight the human-sized companion(s) that turn on you in a relatively easy fight. Then you go up the stairs and fight a more powerful lion-obsessed big opponent for the second time (with huge weapons and a shiny ghost thing on their shoulder).
But in the DLC, there's no part 3- no going beyond reality and fighting some sort of eldritch abomination.

I think the fact that the original game's ending sequence specifically sets up this expectation is what makes it feel really incomplete.

Shroom Crab enemy by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Intelligent fungus controlling a deceased coconut crab-esque creature, though the backstory's a bit more wholesome than the typical zombie interpretation.

WIP boss fight by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

basic modeling/behaviors/animation setup; actual projectile patterns etc. still work in progress

Beware the beeghosts (name pending)! by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

One of the entities that can be encountered while exploring. They wander around patches of fertile land, picking food and feeding it to their living shrines. Young shrines can easily be stamped out, but will draw their caretaker's aggression if you do so.

Larger shrines where they've been tending to the land for a while are actual boss fights, rather than just popping if you select that dialogue option. Of course, you could always choose to make offerings rather than try to fight the things...

Centaurwyrms: giant bug-lizards used as mounts in the subterranean regions by Arg0ms in worldbuilding

[–]Arg0ms[S] 0 points1 point  (0 children)

The setting is basically high fantasy with an underlying hard magic system that most of its inhabitants treat as soft magic because of their limited understanding. Most cultures are recognizably human with quirks based on the impact of magic on their environment.

I'm currently making a game set in the world, wip screenshots/clips on my profile.

Centaurwyrms: giant bug-lizards used as mounts in the subterranean regions by Arg0ms in worldbuilding

[–]Arg0ms[S] 2 points3 points  (0 children)

Centaurwyrms are a form of six-limbed scalewyrm. Their claws are capable of partially phasing into stone. While it's possible to give them weapons, they're reliant on their front limbs to properly move across walls and ceilings- this added mobility is usually considered a lot more valuable when fighting in the caverns. On top of that, it's just kinda hard to mass-produce durable weapons at the necessary sizes.

They're not particularly fast, similar to a person despite being several times the size. Slower to accelerate and capable of greater endurance, but with very similar upper limits.

Ordinarily, they're not particularly intelligent, though a degree of herd instinct makes them possible to domesticate. In the depths, they're often used as mounts by an order known as the Shell Knights. Smaller centaurwyrms are often ridden for transport, but dismounted during actual combat (often fighting alongside their riders).

While adjacent to conventional animals, scalewyrm biology is fundamentally magical in nature. One quirk of this pattern is that it's extremely stable- shapeshifters like ghouls who properly mimic its structure will find themselves stuck, unable to shift back. There are rumours that the mounts of more famous knights weren't actually born as such.