Dev Blog #25 - Smarter Monsters: The Art of the Surround

  Рет қаралды 401

The Doors of Trithius

The Doors of Trithius

Күн бұрын

Website doorsoftrithius.com/
Steam store.steampowered.com/app/15...
Discord / discord
About the Game
The Doors of Trithius combines classic roguelike ruthlessness with the freedom and depth of an expansive, open-world RPG.
Explore a vast, procedurally generated world that doesn't hold your hand. Here you'll need all your skill and strategic prowess to overcome the ancient dungeons, faction armies, and wandering behemoths found in the unpredictable and mysterious realm of Enalia.

Пікірлер: 16
@Balnor
@Balnor 26 күн бұрын
Always good to see difficulty adjustments by using different behaviour and not just raw stats. Way too many devs just think "more stats = Harder Enemy"
@wesleyfilms
@wesleyfilms 25 күн бұрын
I like what I see. Having a second or third chaser might help, otherwise it’ll feel like a movie fight, the ones where the bad guys huddle around and fight the hero one at a time. Hypes for the next update.
@Talz1803
@Talz1803 26 күн бұрын
I can see this being really scary when you have a few tanky enemies to be hitters and you're being flanked by archers on all sides.
@JosephDungee
@JosephDungee 5 күн бұрын
VERY Nice Job!
@MrDowntemp0
@MrDowntemp0 26 күн бұрын
Neat idea! It does have a bit of that cheap action movie feel though, where only one bad guy fights you at a time instead of getting swarmed and overwhelmed. Probably if there's more than a few enemies, would make sense to have more than one enemy get next to you, even if its just 2 or 3. Also probably wise to prioritize ranged enemies to be the ones that guard your escape.
@NeFjuS
@NeFjuS 25 күн бұрын
Well, i tihnk he is going for unique feeling/quirks for some of the enemies. Maybe like wolves. When they hunt there is a designated runner that is always with the prey and the others just surround it or keep it on the run. I kinda like it. Ofcourse it would only have sense for me if it was implemented for some and not all the enemies.
@GnosticAtheist
@GnosticAtheist 21 күн бұрын
Got to try it before I agree, as their goal is to send you flying like a fotball. If that means they start playing you like that ball trying to get you in the rifts and insta-killed, than thats awesome (and extremely frustrating). It really depends on how much they interact with you in that "circle" by sending you back and forth. In that sense, the goal is not to let you fight one on one, but to get you instakilled, and this is their tactic.
@TheDoorsOfTrithius
@TheDoorsOfTrithius 21 күн бұрын
One thing to keep in mind is that this behavior will only be used by a few enemy types, so even if a behavior can be abused its not common enough to get a major advantage.
@reunionproductions
@reunionproductions 25 күн бұрын
great vlog as usual! To prevent the one v one behavior, could you not have it that the surrounding enemies will close in and engage if the player has not moved from the previous turn? e.g. if you occupy the same square (because you're fighting the engaging enemy), the rest close in on your position too. this would synergise nicely with movement-inhibiting abilities the monsters may have - a long range character can probably pick them off from afar, but a melee character is faced with a greater tactical challenge to dish out damage while not getting swarmed.
@washaa
@washaa 26 күн бұрын
I appreciate unique enemy behavior like this, cool to see. Seems tough that a single skill check by an enemy would instakill you lol
@shymenoroeds7552
@shymenoroeds7552 25 күн бұрын
cool
@osrstobey4143
@osrstobey4143 25 күн бұрын
Always love to see what you're up to! Good work! :)
@doxbane
@doxbane 25 күн бұрын
Looks awesome! can't wait for 1.0
@Mahoganyman69
@Mahoganyman69 23 күн бұрын
thats pretty cool
@RotInPixels
@RotInPixels 23 күн бұрын
Is DoT made by just one person, or how big is the dev team?
@TheDoorsOfTrithius
@TheDoorsOfTrithius 21 күн бұрын
I programmed the game myself, but I've had a huge amount of help by others with the design & testing, not to mention the games visuals and music.
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