Quote: Original post by SpoonbenderQuote: Original post by sirGustav
The thing is I really don't think you are against EGOD. I think you are against the standard EGOD. Each EGOD in every game are the same. Rouhly the same appearance, stats, sounds and skills over and over again.
Which is why you're implementing them in their most cliche'd forms in your game? [wink]
That particiular game will not be the standard EGOD RPG game. More like a Rune-like world with a Oni/Re4/Guildwars inspired fighting. The enemies may be (and probably will be) Tolkien inspired, and it is probably because the fighting-felling should be the same as the uru-khai with aragon in the end of the lotr1.
One thing to note is that it will probably go under several versions before I even get to start developing on this game(got 1-2 other ones before this one :) )
Quote: Making an orc a "melee unit" means it's not a race, it's a skill.
Isn't that what warcraft did? Beeing an orc meant that your melee unit was a orc. Your heavy unit was a ogree and you had your goblins as "explosives". There was also some wraith/necromancer unit.
(I count the "ranged unit" as melee unit since they threw their close combat weapons(axes), and in my game(above) all melee-weapons and shields will be throwable :) )
Quote: "Elf" shouldn't equal "archer". Elf should be the name of a race that tends to appears a lot in fantasy games, and has a few, well, racial distinctions (looks pretty much like humans, but has pointy ears and are more graceful, and are connected to trees somehow). That describes a race (however vaguely), while "archer" just describes what the player wants to use them for.
Same goes for orcs. Making an orc a "melee unit" means it's not a race, it's a skill. I don't mind orcs in the sense of "big brutish and aggressive green people", because again, that means they're a distinct race/culture.
Now that you mention it,
A few different human/elf/orc/dwarf enemies would force different-looking levels but still have the same basic enemies(close combat, .