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[Submission] Wandering Eye

  • doomedarchviledemon
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3 years 11 months ago - 3 years 8 months ago #1 by doomedarchviledemon
[Submission] Wandering Eye was created by doomedarchviledemon
Name: Wandering Eye
Connection: Evileye
Palette: Doom
Summon: Wanderingeye
Ambient Sounds: No
De-/Activatable: No
Destroyable: Yes
Special Effects: None
Brightmaps: None
Actor Modifications: None
ACS: None

Submitted: TheDoomedArchvile
Decorate: TheDoomedArchvile
Sounds: Doom 2, Doom 64
Sprites: JoeyTD
Sprite Edits: TheDoomedArchvile
Idea Base: Population critter fitting for hell or other-worldly areas

Descrpition: A floating eye that wanders the planes of hell. Unlike its more developed kin these eyes typically do not engage with others and simply keep watch over the hellscape.

Note: If a non-warping variation is desired, simply remove the ANIMDEFS.

[img

Wandering Eye
Last edit: 3 years 8 months ago by doomedarchviledemon. Reason: Updated to address feedback

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3 years 9 months ago #2 by Gothic
Replied by Gothic on topic [Submission] Wandering Eye
It's ok, maybe the death frames shouldn't warp, but that's my opinion.

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3 years 9 months ago #3 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Wandering Eye
What's the idea behind the warping effect? What's it supposed to represent?

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3 years 9 months ago #4 by doomedarchviledemon
Replied by doomedarchviledemon on topic [Submission] Wandering Eye
I thought they looked well in more magical themed environment just as well as in a hell themed environment and the warping effect was meant to make it feel more magical. I figured a small magical creature that's nothing but an eye would have some visual auras around it, and possible visual-based magics. Perhaps this effect may be more fitting only with magical themed areas?

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3 years 8 months ago #5 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Wandering Eye
To me, it gives it a more ethereal or ghostly nature, which makes it better to not be interactive (i.e. can't be shot and killed), in my opinion.

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3 years 8 months ago #6 by doomedarchviledemon
Replied by doomedarchviledemon on topic [Submission] Wandering Eye
While I do agree to some extent, in my head anyway, I feel having the added transparency is what pushes something into being more ghostly because it adds to the non-interactive nature and look of that thing; where as I feel this wobbly effect alone is something more like an illusion when being applied to a thing. That's just my thought process anyway. With that said, the idea is to have these creatures be physical and interactive. To cause less confusion and to have it more visually clear I have removed the effect from the enemy.

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3 years 8 months ago #7 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Wandering Eye

doomedarchviledemon wrote: While I do agree to some extent, in my head anyway, I feel having the added transparency is what pushes something into being more ghostly because it adds to the non-interactive nature and look of that thing; where as I feel this wobbly effect alone is something more like an illusion when being applied to a thing. That's just my thought process anyway. With that said, the idea is to have these creatures be physical and interactive. To cause less confusion and to have it more visually clear I have removed the effect from the enemy.

That's fair enough.

Anyway, I was going to add this, but noticed a couple of minor things:
  • In the Vanish state sequence, instead of making it (in)vulnerable and (not)autoaimable, save yourself the trouble and just make it (un)shootable (i.e. use A_SetShootable/A_UnSetShootable).
  • A call to A_NoBlocking is missing in the Death state sequence (this only needs to be called once).

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3 years 8 months ago #8 by doomedarchviledemon
Replied by doomedarchviledemon on topic [Submission] Wandering Eye
Updated

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3 years 8 months ago #9 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Wandering Eye

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