1. Give the player many choices.
How to do this? Well, there are three methods that are absolutely ubiqitous; nearly every hold will contain all of them, and very often.
(1) An area or power-up can be reached in two (or more) ways; for example, either by killing a monster or by opening a yellow door. You have to decide whether it's more worthwhile to keep the HP or the key. And you're not limited to just one obstacle on each route; the choice might be between killing a fairly easy monster plus using a green key, or killing a tougher one plus using a yellow.
(2) Two or more power-ups are placed so that you have to choose between them. A common way is to put both on pressure plates, each closing a door that blocks the other.
Nobard's Hold shows several ways to do the same thing with orbs or bridges instead; see Second Floor: 6S2E, Third Floor: 1N6E and Second Floor: 1N5W for examples. The choice should
always be between two things of roughly equal value, otherwise there is no choice. It may help to remember the scoring system: 1 per 40 HP, 5 per ATK, 3 per DEF, 10 per yellow key, 20 per green key, 30 per blue or skeleton key. Of course, ATK and DEF are worth points both in themselves and for the HP they save you.
(Tendry's Tale does not contain choices of this type very much -- but then, it does have the Machines, so the player is continually forced to choose between HP, ATK and DEF.)
(3) A power-up is behind a monster, a door, or some combination, and you have to decide whether to take it now or later. Another common device is to have a merchant offering something for sale; you might have to decide whether buying his goods now leaves you enough money to keep going, or there might be several merchants and you cannot afford to buy from all of them immediately.
2. Use of monsters
Ever wondered why there are no Roach Queens in Nobard's Hold? Because they have a special property that makes them different from other monsters -- they lay roach eggs when another monster in the room is killed. When I began the hold I wasn't confident enough in my ability to use them well, so I decided not to use them at all. And of course, soon after I began I reached the stage where there was no point using them.
I'll divide this section into three subheadings:
2a. Thinking about monsters' combat stats
Let's start with a fairly straightforward fact. A monster can be killed in one shot if the player's ATK equals or exceeds the monster's HP plus its DEF,
or if the player's DEF equals or exceeds the monster's ATK. Monsters that can be killed in one shot
are not choices (unless killing them blocks something off -- see the section on
Roach Queens below). One-shot monsters can still be used, namely as a reward for optimisation -- if you expect most players won't be able to one-shot them by that point but you don't mind if the better players are able to optimise enough.
The more subtle aspect of monsters' stats is the way they affect the player's decision whether to prioritise ATK or DEF. In this, remember that the damage you do to monsters is your ATK minus their DEF; their damage to you is the same but vice versa.
Monsters with high ATK and low HP reward the player for choosing ATK. The prime example is the Swordsman: regardless of your DEF, his 680 ATK will hurt you badly unless you can one-shot him, which only takes 150 ATK.
Monsters with high DEF and low HP also reward the player for choosing ATK. The prime example is the Rock Golem: regardless of your DEF, unless you have at least 69 ATK you cannot even hurt him, and it only takes 88 ATK for a one-shot kill.
Monsters with high HP generally reward the player for choosing either ATK or DEF. Nobard's Hold has a Rattlesnake that you can reach very near the beginning of the game; if you go straight for him after getting the sword, his expected damage will be well over 200,000. That's because with 21 ATK and 10 DEF it takes 1200 hits to kill him, letting him get in 1199 hits of 170 HP each. Of course you're not meant to even think about killing him until much later. If you come back with 100 ATK and unchanged DEF, his expected damage will be a mere 1870 -- eleven hits of 170 HP each. If instead you get 100 DEF and unchanged ATK, his expected damage will be 95,920. Even if you prioritise DEF while not ignoring ATK completely, let's say 30 ATK and 90 DEF, his expected damage is still 17,910.
But at DEF 180 his damage is
nothing, whereas at ATK 180 it's still 1020.
If you're bewildered by all those figures, the moral is that if an enemy has a huge expected damage, prioritising ATK will take heavy bites out of it immediately but will then make progress more and more slowly, and may never get it down to a manageable level -- depending on what you consider manageable. Prioritising DEF will make little difference for a long while, but as your DEF nears the enemy's ATK, you will suddenly see the damage plummet. Which one is better for a particular high-HP monster depends on the exact value of his stats, but if he has low ATK or
extremely high HP then that suggests that DEF is the way to go.
2b. Thinking about monsters' special characteristics
Roach Queens. Queens lay eggs when another monster in the room is killed. These eggs have zero attack, so they cannot hurt you; they just block your passage unless your ATK is at least 24. Early in the game, roach queens can be used to give the player a slightly different type of choice: you must kill either a roach queen or an easier monster to reach a power-up or get through a passage, but if you kill the easier monster, the queen will lay an egg and block a power-up or passage you might have wanted to get as well. This doesn't work when the player has ATK 24 -- which is pretty early if he has or soon gets a sword -- but the same can be achieved in late-game levels with pressure plates. (The queen will now be easier than all other monsters, but to reach the queen without killing anything you might have to, for instance, walk through a Mad Eye's gaze. If you choose a route that involves killing something before reaching the queen, she will lay an egg on a pressure plate and block off something the player wants.) Roach Queen rooms are done very well throughout
Fetch the Pie.
Evil Eyes, Mad Eyes. These enemies have two interesting properties. One, they strike you if you cross the square in front of them. This can be used to create choices between accepting HP loss or using up keys or money, or choices between accepting HP loss to reach a power-up or leaving it for later. Two, you get one extra hit if you strike from behind (including diagonally behind), thus reducing by a third the ATK you need to kill them without taking a hit. Use this to create choices between attacking from the front or spending keys or money to reach them from behind.
Tarstuff and tarstuff mothers. If a mother is present in a tarstuff blob, you have to fight the mother every time you cut a square. The simplest way to use this is just to make a boss fight harder (e.g. Nobard's Hold, Third Floor, 2S8E). Another idea is to make the player choose between killing the mother soon or fighting the entire blob before killing her. The latter costs more HP (unless it costs zero, of course) but gains more greckles. Yet another idea is to use tarstuff switch tokens to give the player a choice between the less rewarding easier fight or the more rewarding harder one. This can be done with tarstuff babies as well, of course.
Goblins. There are two interesting choices unique to goblins. One is the fact that they attack you if you step in front of them (since they turn to face you, this means on any adjacent square) with your back to them or facing at right angles. This can be used similarly to the Evil / Mad Eye's attack. It can also be used to create puzzles where you have to navigate a field of goblins taking the fewest hits, or have to decide whether it's worth opening a door to reduce the number of hits. (See Nobard's Hold, Fourth Floor, 1N1E.)
The other thing about goblins is that they are weak to the Goblin-Biter: specifically, it doubles your ATK when fighting goblins. So you can have a puzzle where the GB is hard but worthwhile to reach. That's stating the obvious, but there's little else to say about it.
Sworded enemies. Now things get interesting. You take a hit if you step on their sword; this can
again be used in the same way as the Mad / Evil Eye's attack, to give you choices involving a loss of HP versus some other loss or gain. More sadistically, you might have to guess whether to kill a sworded enemy now or later. (If your ATK is between 85 and 103, a Soulless gets in three hits on you, so if there's a key beyond his sword, it's better to take two hits from walking across the sword. But is there anything else beyond it that might make you want to cross it
four times? If so, kill him now and take three hits instead.)
Of course, sworded enemies can be positioned so you
can't get past them by walking through their sword. They can also be positioned so you have to step on their sword to hit them -- usually if they are in a one-tile-wide corridor. In this case, the enemy always gets first hit. You can use this to make enemies that can never be reduced to zero damage by ATK alone. You can also, of course, put a door so the player
could avoid losing the privilege of first hit and has to decide whether it's worth the sacrifice of a key.
Mimics. Fix a Mimic in place with a force arrow to use it as an enemy you must fight to get past. Because the player can (nearly) always leave the room, rotate and return, the one thing you can't do is force the player to step on the sword. Except by the clumsy expedient of putting orbs on both sides that close a door the player needs open.
I've seen two main uses for Mimics that are not fixed in place. One is to create mimic puzzles in classic DROD style; Tendry's Tale does this quite a bit, and there's a
really nasty one in Fetch the Pie. The other is areas where the mimic fights enemies for you, as in
Break out of Jail!, Cell Block B, 1S2W.
Waterskippers and seep. Both enemies attack you if you step in an adjacent square. I think you know by now what kind of puzzles and choices this can be used for.
Wubbas. The unique enemy with zero attack. The only thing they do is block you until you reach 321 ATK (or use a handbomb), and give a ridiculous number of greckles thereafter. Use this to make parts of your hold only reachable after other parts have been completed. For a monster that forces you to reach a certain level of DEF, see the section on custom monsters below.
Snakes. The most interesting thing about snakes, from a choice point of view, is that striking their head kills them outright, while striking their tail shortens them one square. Use this to give the player a choice between taking more damage but getting more reward, or a choice between doing things the hard way or the easy way but make the easy way cost a key. With admirable economy, Break out of Jail!, Cell Block B, 2S1W exemplifies
both types of choice.
Slayers. The only default monster that
always gets first hit. Also the only sworded monster that turns to face you. Combine this with bombs for all sorts of fun -- this is done very well in the last level of
Rising from Beneath.
Aumtlich. The Rooted Empire's number one tourist attraction. The beam halves your health, which at its simplest level is another way of giving you a choice between losing HP or giving up something else. However, the player can often leave potions untaken so as to reach the Aumtlich with very little health and take very little damage. The most important exception is if after crossing the beam but before reaching the power-up you came for, you have to kill a monster. In this case, you need to start with at least double the HP required to survive the monster normally -- or four times if you must cross the Aumtlich's beam twice, and so on. Nobard's Hold, Second Floor, 1S8W provides an example where the enemy to be killed is the Aumtlich itself. In such cases it may well be worth leaving such rooms until you can one-shot the enemy. The same room also illustrates another type of choice: mirrors will block an Aumtlich's beam, but you might have to open doors to reach them. Another puzzle or choice involves providing ways to kill an Aumtlich before you have to cross the beam; this is done in Break out of Jail!, Cell Block A, 3N2W. Note that if you step directly in front of an Aumtlich with your sword pointed towards it so that you strike it immediately, its beam will not harm you.
Brains. I left these till last even though they are the weakest enemy, because they make
all other enemies stronger and can therefore be used at any stage of a hold. Brains double the ATK of all enemies in the room (including themselves and each other); this severely increases enemies' expected damage
unless your ATK is enough to one-shot them. This can, of course, be a way to reward optimisation. Otherwise, the main decision involving brains is whether to kill them immediately or later; to make this a choice, either have a door blocking the brain, or make killing it close a door guarding a power-up. (This is done lots, and done well, in Fetch the Pie.) Another thing you can do is have a more powerful enemy blocking the brain, as in Nobard's Hold, Third Floor, 7S1E. Then it might seem like just a matter of arithmetic whether it's worth killing the brain first or later, but it might not be obvious which other enemies in the room you will want to kill.
2c. Custom monsters
Why would you want to create custom monsters? I can think of four reasons.
(1) To provide finer gradations in difficulty, or extend the difficulty scale in either direction. Or, regardless of difficulty, to provide monsters with your own choice of stats -- see the above section on how this affects the player's choices.
(2) To provide an upgrade to monsters of a certain type, when the default "
next step up"
is a monster of a completely different type. For instance, Nobard's Hold, Fourth Floor is themed around goblins, for reasons to do with the hold's storyline. When I needed a tougher enemy for one section, rather than use something like a Mimic that would not have fitted the theme of the area, I created a more powerful goblin-type enemy. This is also useful when (as I did) you want to create further enemies having the interesting behaviours shown by particular enemies, such as goblins' propensity to attack when you step past them.
(3) To explore behaviours that none of the standard monsters use, or to combine behaviours in new ways. Behaviours that no standard monster uses include:
Face away from target. Could be used on a sworded enemy to create bomb puzzles.
No enemy defense. The most obvious use is to create a monster that cannot be one-shotted with DEF alone, the converse to an "
Attack first"
monster. Also affects the player's calculations if a brain is present; affects decisions about taking a shield; can be combined with "
Attack when adjacent"
(or in front, or when back turned) to give a square that reduces HP by a fixed amount.
Move to player. Well, it's a command rather than a behaviour, but it certainly affects how a monster behaves! This one may not seem to fit RPG-style puzzles very well, as a move-to-player monster will not stay in place guarding a treasure. However, if it's behind a door, and taking the treasure opens the pressure plate that releases it.... Monsters with this behaviour also give the opportunity to create tactical puzzles that are more like regular DROD.
I won't go into all the possible combinations of behaviours, but I think it's clear that there are many interesting options.
(4) Just to call monsters different names that fit better with the style, atmosphere and storyline of your hold.
Cludo's dungeon does this a lot.
So, how to go about creating custom monsters? Fortunately it's not very difficult.
First, place a character -- doesn't matter where, you're going to delete him. In the script editor window, click "
Characters"
. Name your character (although this isn't obvious, you
can change names later by double-clicking them on the list). Assign the character a graphic -- which standard monster it will look like. It's best to use one that has similar behaviour. Click "
Edit default script"
and enter the following commands:
Set var. Use this to set _MyHP, _MyATK, _MyDEF, _MyGR and _MyREP to the desired values. (Don't set _HP and the other variables without "
My"
! This will alter the
player's HP and stats!)
Also set _MyColor to give the character an appearance distinct from the standard monster. This variable takes the form of a six-digit number; the first two digits affect the red in the character's graphic, from 0 (replaced by black) to 50 (unchanged) to 99 (completely red). The other two digit-pairs similarly affect green and blue. Results are not always what they might be -- if a graphic starts off with no red, then increasing the red will have no effect. But there's still a lot you can do, and it goes a long way towards giving your custom monsters some character of their own.
Behaviour. Assign the desired behaviours. Some of the behaviours are only appropriate for custom equipment, so ignore these.
Move to player. Set this if you want the monster to move.
And that's it. Click "
OK"
a few times, and now, whenever you want to place your custom monster in a room, place a character, and your custom monster will appear on the list of options. Remember to check "
Visible"
!
Other topics to follow later
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50th Skywatcher