![]() (nature) Ent- Huge lumbering trees men with huge amounts of life and does heavy melee damage. The longer they are active the harder it is to take them out and can quickly become unbeatable. When they are beaten down their bones scatter, but their skull but be destroyed before they resurrect. (boss undead) Lich- Liches move about quickly, summoning and resurrecting skeletons. They attempt to move up to the player and do massive melee damage. They can move in any direction and move through walls. (undead) Wraith- Wraiths fly about the area and phase in and out. Once exploded they may spawn more enemies. (undead) Wight- Wights move towards the player and explode upon dying or touching the player. The mage throws bursts of fireball spells. Archers roll sideways and shoot with raycasts. Warriors move forward with a shield covering a part of them and use melee attacks. They hop about the area adding a lot of verticallity. (undead) Skeletons (warrior, archer, and mage)- Skeletons act independently of one another and do not respond to other enemies dying like the Fallen do. (boss demon) Demon Lord- Demon Lords have huge amounts of health, move slowly, and throw very heavy ranged attacks at the player. They sweep around the area, require the players attention, and take some time to take down. (demon) Bull Demon- Bull demons are charging tanks similar to the tanks in Left4Dead. (demon) Imp- Imps fly in a flanking manner and throw fireballs at the player, while making sudden movements in all directions and always retreating from the player. Warriors move in cautiously and use melee attacks, slingers do raycast based attacks and put pressure on the player to act, and shamen cast slow moving fireballs and resurrect dead fallen. They work in teams and aim to surround the player and do feign attacks, retreating whenever another enemy is killed. (demon) Fallen (warrior, slinger, and shaman)- Fallen are small demons much like Diablo 2's fallen demons. Enemies will be broken into 3 groups: Demons, Undead, and Nature. Enemies act in predictable manners, but have a good size behavior tree. Each enemy will be designed with a certain sound, shape, color scheme, and animation in mind to make them unique and stand out. (earth) Wolf Form- Transforms into a werewolf. (earth) Deadly Swarm- Acts like Halo's needler. (earth) Stone Blossom- Acts like Quake's Grenade launcher. (earth) Stone Blast- Acts like Unreal's Flack Cannon's primary fire. (air) Thunder Strike- Zips the player to the enemy and does a high damage strike, like Halo's plasma sword. (air) Nova- Acts like Quake's BFG, but weaker. (air) Gust- Pushes enemies and can be used to "Rocket Jump". (air) Lightning bolt- Acts like Quake's railgun. It is not meant to be a staple, but rather a last resort. (water) Healing- Heals the player a little for a high permanent cost. Has a high cost and clears out most minor enemies. (water) Ice Storm- Acts like Diablo 2's Ice storm. (water) Frost- Acts like the TF2's Pyro's flame thrower, but stuns. (water) Beam- Acts like Halo's Sentinel Beam (or Quakes Lightning Gun), but stuns. (fire) Engulf- Acts like a Molotov cocktail. Can be fire slowly at no cost if out of mana. (fire) Firebolt - Acts like Quake's plasma rifle. (fire) Flames- Acts like the Pyro's flame thrower in Team Fortress 2. (fire) Fireball- Acts like a rocket launcher from Quake 3. One button to select the type, one more to select the specific spell. Each spell can be equiped by two button presses. Each spell will work like a weapon and two spells can be equipped at the same time. I am debating if there should be a spell in each type that does not permanently lower the mana so they can always be used. This is to encourage variety and act as a "cooldown". When a spell is cast it will use up 1 part of the mana permanently and 10 parts temporarily. Spells will be gathered like weapons and be limited to a few spells per magic type to keep it streamlined and avoid overlapping mechanics. Buffs will include invisibility, invincibility, quad damage, unlimited mana for each type. One for each magic type and white will increase all mana pools evenly), health, and temporary buffs. Drops will include mana (red, blue, yellow, green, and white. They will have four magic types that have their own mana pools: fire, water, air, and earth. There will be no zooming or "iron sights". The player will move at one speed and there will be no sprinting, crouching, swimming, or climbing. Here are some core concepts that I am honing in on, let me know what you think. So taking that concept I'm looking to design a handful of enemies and weapons that create interesting scenarios.Īnd with lots of time to think on the matter I think I'm going to go for a Diablo-esq fantasy setting with the player controlling a Battle Mage. In the video he talks about a "dance" that occurs due to "orthogonal unit differentiation".
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