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Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game?

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Old 08-06-2015, 06:34 PM   #121   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Originally Posted by LordAngus View Post
That sounds horrifyingly annoying, actually, having something that hurts you but you can't kill with your weapons. I mean...

"Okay, this there's thing inside of me that it draining my health, but I can't kill it with a weapon like every other enemy ever and I have to run around and find a health pack now."

Running around looking for health packs, everyone's favorite part of an FPS, now with draining health!

And it would be immensely overpowered unless there's health packs everywhere, which would make the game too easy.

And imagine filling up your health by picking up all of the health packs nearby only to get attacked by one of these things in which you're left running around like a chicken with it's fucking head cut o- You know what? This idea sucks.
True, ok the parasite dries your shield and ammo for whatsoever reason it likes metal XD Now the idea doesn't suck.
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Old 08-06-2015, 07:10 PM   #122   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Originally Posted by Solais View Post
Yeah, I personally thought that Achriman should be a cunning and intelligent enemy, who could talk to Sam occassionally, taunting him and such. But I also imagined it as this large beast made out of dark smoke. Maybe a second phase to the fight.
I could make a flying demon made out of dark smoke in ss3,using doom 3 stuff
He will talk,he will taunt.Good idea,i might make this.
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Old 08-07-2015, 03:34 PM   #123   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Would be very interesting to see a huge, but slow enemy, armed with a flamethrower. Something like khnum or reptiloid, rare to encounter, firing projectiles at long range, using a flamethrower at close range. Or any other original creature that doesn't just fire projectiles/bullets/fireballs or kick you in the face.
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Old 08-19-2015, 06:15 PM   #124   Add To Ignore List  
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Default Re: SS4 new enemy ideas

But would that monster be dodgeable at close range?

Also...since we have Steam workshop,...would it be possible to test out enemies and their functions for someone with modding capabilities?
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Old 08-19-2015, 08:01 PM   #125   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Custom enemies can be made I think, the trouble is, barely anyone wants to do it in the first place.
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Old 08-20-2015, 05:10 AM   #126   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Yeah, I wonder who will make the Enemy Pack for SS4 this time around, with me not being around anymore to do that.
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Old 08-20-2015, 09:22 AM   #127   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Originally Posted by Solais View Post
Yeah, I wonder who will make the Enemy Pack for SS4 this time around, with me not being around anymore to do that.
So, are you like unallowed to make mods if you're a croteam member? remind them you were ours first.
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Old 08-20-2015, 11:37 AM   #128   Add To Ignore List  
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Default Re: SS4 new enemy ideas

I am not, but I don't think I'll have time (or motivation) to work on mods.
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Old 08-21-2015, 09:06 AM   #129   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Originally Posted by Solais View Post
I am not, but I don't think I'll have time (or motivation) to work on mods.
Do Thana, Bio and Harbinger may be able to assist you with the Enemy Pack?
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Old 08-21-2015, 11:19 AM   #130   Add To Ignore List  
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Default Re: SS4 new enemy ideas

If I'll make any extra enemies, they will be in the games directly.
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Old 08-21-2015, 02:36 PM   #131   Add To Ignore List  
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Default Re: SS4 new enemy ideas

So with new enemies the following have to be tested:

1. Are they needlessly annoying?
2. Can you fight them out in the open?
3. How well can they combine with other enemies?
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Old 08-21-2015, 04:54 PM   #132   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Originally Posted by Artman40 View Post
So with new enemies the following have to be tested:

1. Are they needlessly annoying?
2. Can you fight them out in the open?
3. How well can they combine with other enemies?
Actually, it's not even a problem if you can't fight them in the open due to hitscan attacks, but then use them sparingly as snipers or reinforcements, like the Arachnoid in Serious Sam 1.
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Old 08-22-2015, 12:10 AM   #133   Add To Ignore List  
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Default Re: SS4 new enemy ideas

There should be a way to stun them though unlike those SS3 arachnoids or zombie soldiers from SS2.

Also, delayed hitscan enemies are ok as well.
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Old 08-22-2015, 02:15 AM   #134   Add To Ignore List  
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Default Re: SS4 new enemy ideas

How is it hitscan if there is a delay?
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Old 08-22-2015, 05:35 AM   #135   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Hitscan just means the projectile hits instantly. I think with delayed he means like the Grunts from Quake 1: They fire at your current position, and don't anticipate direction and velocity. So if you're standing still or running towards/away from them, you'll get hit 100% of the time. If you're running sideways, they don't keep your movement in mind and have a much lower chance to hit you. Basically they teach you to keep your ass moving at all times.
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Old 08-22-2015, 07:40 PM   #136   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Well, sort of like Discy said. Would a single laser beam be an appropriate attack for an enemy like that?
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Old 08-23-2015, 06:45 AM   #137   Add To Ignore List  
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Default Re: SS4 new enemy ideas

I would think so. I wouldn't even mind if they fired more shots, as long as you're reasonably able to evade.
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Old 08-23-2015, 07:26 AM   #138   Add To Ignore List  
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Default Re: SS4 new enemy ideas

1 second delay should be enough.

Now would the game also benefit from enemy types that are better dodged by moving forward and back rather than trying to dodge them left or right?
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Old 08-23-2015, 03:04 PM   #139   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Sure, though not all at once. It's like fighting an Arachnoid and big Lava Golem at once. One is shooting hitscan bullets and the other is throwing lava bombs at your predicted location.
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Old 08-23-2015, 06:05 PM   #140   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Maybe there should be an enemy that somewhat has a look alike role of an Hydralisk (from StarCraft) if ever possible


I'll think of more if I can......
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Old 08-24-2015, 12:49 AM   #141   Add To Ignore List  
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Default Re: SS4 new enemy ideas

They should have both the lava gloem and (additonally) a giant arachnid battle. I also liked those artesian spiders as well..
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Old 08-25-2015, 01:53 PM   #142   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Lava golems fit very well into battle. Function-wise and let's face it: shooting a big glob of lava is satisfying. Antaresian spiders were also one of the best enemies from SS3 and they fill the meatshield role rather well. I don't know about arachnoids though.

Now for an enemy idea with a new function, I'd suggest following:

Nickname: Phantom

Attacks and stats: Phantom is a flying enemy which slowly flies towards the player at slow-medium speed and occasionally stops to shoot. It does not have a melee attack so it does stop when reaching a close distance.

Now what makes this enemy a bit special is following:
  • The phantom and its projectiles can freely phase through walls.
  • The phantom and its projectiles are visible as long as they're aggroed and are at medium-far distance or closer. Sort of like this:
    http://blog-imgs-80.fc2.com/g/h/a/ghasts/2015073020375435e.png
  • It can be hit even when it's inside or behind walls, floors and other enemies. For hitscan weapons the calculation is easy: just point at where it's at but for non-hitscan projectiles, it gets damaged when the projectile hits the first surface or object that's between player and phantom.
  • When hitting an enemy between phantom and the player, the phantom takes a hit instead.

So here's an illustration (shown from the side):
https://slimgur.com/images/2015/08/25/31327d486244cb1f7c0ddf36082b55e4.png

Dark grey areas represent solid surface, stick figures represent the player, the grey circle represents the phantom, green stick figure represents miscellaneous enemy and red lines represent the areas which count as hitting a phantom when fired at.

So what are the functions of this enemy? It acts as a meatshield but the main function is that it can attack from every direction, even from below which means that you occasionally have to aim downward.

So that's a basic phantom. There's also possibilities of other phantom variations.
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Old 08-25-2015, 04:23 PM   #143   Add To Ignore List  
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Default Re: SS4 new enemy ideas

I actually like that idea. It reminds me a bit of the ghost enemies in Dark Souls.

There could also be another variant that can only take damage when within a certain distance, or another variant that can only take damage outside a certain radius.
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Old 08-25-2015, 04:34 PM   #144   Add To Ignore List  
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Default Re: SS4 new enemy ideas

I believe at one point in development of SS3, somebody said that they wanted a variant of Harpies, called Valkyries, tougher versions of the former sporting armor. I'd still like to see that.
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Old 08-26-2015, 06:08 PM   #145   Add To Ignore List  
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Default Re: SS4 new enemy ideas

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Would be very interesting to see a huge, but slow enemy, armed with a flamethrower. Something like khnum or reptiloid, rare to encounter, firing projectiles at long range, using a flamethrower at close range. Or any other original creature that doesn't just fire projectiles/bullets/fireballs or kick you in the face.
This
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Old 09-13-2015, 04:16 PM   #146   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Now I was thinking of a new enemy behaviour which could be applied to light foot soldier enemy (something about as strong as zorgs or beheaded soldiers) or maybe a bit heavier enemy.

Basically it's a collective enemy behavior where a whole group of units attack at the same angle rather than everyone pointing their weapons towards you. This can create a wall of fire effect which have some more complex dodging patterns. Projectile speeds should be adjusted accordingly.

https://slimgur.com/images/2015/09/13/ae4358da619e893ca41a60b029436bf9.png

On the left it's the behaviour of most projectile enemies. On the right it's the behaviour suggested for that new enemy type. Black lines represent where they fire their projectiles and blue lines represent different groups.
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Old 09-13-2015, 04:53 PM   #147   Add To Ignore List  
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Default Re: SS4 new enemy ideas

So, basically the ant soldiers from Next Encounter.
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Old 09-13-2015, 06:00 PM   #148   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Never knew these existed. Guess I didn't play Next Encounter. didn't find a wiki article either.
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Old 09-13-2015, 06:02 PM   #149   Add To Ignore List  
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Default Re: SS4 new enemy ideas

http://www.nintendoworldreport.com/media/1167/1/15876.jpg

Yeah, these guys. Sometimes, they'll spawn in organized fashions and will throw spears at you all at once.
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Old 09-13-2015, 06:55 PM   #150   Add To Ignore List  
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Default Re: SS4 new enemy ideas

Thanks. Such enemy type should be re-added in my opinion. Or did they throw straight at you or made a wall of spears?


Now another attack type: What about accelerating projectiles. This means that they'll get to you pretty quickly when they're far away but you can dodge them if you're close to them?

In same manner: decelerating projectiles. This means projectiles which slow down a lot when you're near them. These are useful when designing enemies which spam a lot of projectiles everywhere.
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