Also... here's one demon idea: The Troll. Despite looking... trollish... the Troll compensates... er I'll just summarize the idea.
Troll like demon, large and strong.
Slow but effective in melee, has shockwaves. (can't jump very high)
Longer attack phase than normal, compensates by slowness.
Much faster and can jump higher in preparation phase. In the preparation phase the Troll is invisible, but can see further and should use that to its advantage.
The troll can choose when to come out of the preparation phase. If the timer is decremented.
To balance that the troll show up as a shimmer in light while in the preparation phase, making it possible to detect.
The troll can place Troll Oil in the preparation phase, which explodes when stepped on and either slows movement or makes the ground slippery.
When I said I would respond to this 'tomorrow', I really meant it at the time. However, I then proceeded to unveil my final form as a shiftless lump of shit and forgot to respond for the following eight days.
While playtesting the previous version of Warden, it became obscenely apparent that one of the largest sticky spots in gameplay was the demon's inability to figure out where the hell the Wardens are, so that's the biggest thing I'm focusing on when going through monster ideas. Because the original gameplay idea was basically hide-and-seek, I want to give each form a unique way of finding the other players, which means that each form should revolve around their method of tracking Wardens rather than their combat abilities.
Take the Hound and the Banshee, for example. There are two logical steps that went into planning their abilities: what the Wardens have to do to avoid them, and how (both mechanically-speaking and fluff-wise) they track down the Wardens if the players don't do what's necessary to avoid them. To avoid the Banshee, the Wardens have to stay still. To avoid the Hound, they have to keep moving. If the Wardens move when they shouldn't, the Banshee can see them with echolocation. If the Wardens don't move when they should, the Hound will catch up to them by following their scent trails.
The idea of a lumbering troll as a monster works in some areas, but it doesn't quite fit with the core of the demon's gameplay by having a unique means of finding the Wardens (something that is also putting the Mimic on the chopping block if a better idea comes up). I appreciate the suggestion, though! If you have ideas for how the troll can track down the Wardens, I'd love to hear them.
PTW and what are your thoughts about female Wardens?
I'd definitely like to have the game feature both male and female options for all the Wardens' classes, but it's most likely the game will feature either an all-male or two-male-one-female cast initially.
Update on game progress: I've been figuring out how Unity's new networking system works. Since the new version of the game will be built with Unity 5, I thought it would be best to take the opportunity to transition over to the fancy new system rather than clinging to the older (but still serviceable) OnSerializeNetworkView()-and-networkView.RPC() system that previous versions of the game used. The bad news is that I had to spend the better part of last week studying and experimenting, the good news is that I actually know what I'm doing now.
Right now the game's multiplayer lobby doesn't work as it will in the final game, but it lets players start servers, connect, and spawn their characters, which have basic movement and sync their positions across all clients. More technically speaking, the game is almost
using the default NetworkLobbyManager and NetworkLobbyPlayer classes, but now that I understand how they work it shouldn't be too much of a challenge to add the necessary functionality to the derived classes.