2. Enemies from the deep sea

In this blog post, I’ll talk about the design and reasoning for the enemies in our game, Depth and why they replaced and differs from the ones found in the original concept.

Depth Originala fiender

First of all, in the original concept document for Depth, it was mentioned that the game had three enemies with the creative names of ”The Fish, The Other Fish and The Other Other Fish” and within this box you could see a fish (eel?), a fish with tentacles and a jellyfish. Of all the enemies, I only kept one of them, that being the jellyfish. The reason for not keeping the other ones was that I could not see why they should be in the game. In the original concept it’s written that the enemies is only there to slow the player down and with no other effects.  I couldn’t understand how two of the three enemies would be able to affect a submarine.  So I thought that it would make the game more interesting if we make other enemies that slow down the player with different status effects.

JFDepth

Enemy 1 – Jellyfish

As stated above, I kept the jellyfish because I wanted to make different enemies that slow the player down with status effects, and a jellyfish fit the bill perfect. The main thought behind it was that the jellyfish should stun the player, making them unable to move for about 1-2 seconds.

 

Enemy 2 – Octopus 

octopus depth

The second enemy I created was an octopus. It’s main effect is to make the player flashlight not light up the cave as much, basically that the octopus splashes ink that covers the flashlight for a couple of seconds. The reason for making an octopus an enemy was that they can make it harder for the player to see.  As a submarine deep down in a dark cave you have to rely on your vision to guide yourself, and if something were to happen to said light, it would make it harder to see what waits ahead of you.

Enemy 3 – Pistol Shrimp

pistolshrimp depth.png

The last enemy I created was the pistol shrimp. It’s main way of attacking is to shoot a ”force wave” at the player with its huge claw, pushing the player backwards. The biggest reason for having the pistol shrimp as an enemy has to do with their real life counter part. A real pistol shrimp usually shoots their prey to stun them and then killing them, I thought it would be too silly if a small shrimp would be able to shoot and stun a big submarine dead, so I thought that the huge force they shoot should only push the player back.

With these enemies I feel they become obstacles with a big emphasis on the slowing down part and they have attacks that impacts the player progress more then just them bumping into them.

Thank you for reading!

– Group T, Carl HvB

 

About Carl Hvarfvenius Blomgren

2017 Game Design