Squid

This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once the player gets too close to it, more like self-defense.

The squid will move in a zic-zac pattern, and when it shoots out ink it will act like a sort of mini-explosion. Once the squid has managed to shoot out ink, it will cause a field that will make the player slower, so trap them. It might also hurt them a bit, though we haven’t decided on this quite yet. It will be visually represented by an ink splash that will disappear after a little while.
Once this enemy is implemented into the game, we have to make sure that we balance the game properly. This is so that the player won’t get caught in the ink spot too quickly and so that they won’t feel that it’s taking away the fun of the game for them.

We also want the player to be able to shoot and kill the squid before it has had the time to shoot out its ink, and for them to feel satisfied that they’ve managed to avoid the ink stain. To do this we decided that if the player manages to kill it before it attacks, it will not send out any harmful ink at all. The squid will also show an animation that makes it clear to the player when it is going to attack so that the player has time to react and eliminate the squid before it becomes a real issue.

The image attached is an explanation of how the squid is going to move in the game. We want it to push itself forward, and then to relax and slow down to make it seem like it’s charging up to move again. Since we have another enemy that already moved in a sort of wave pattern (seems above the squid’s movement explanation) we really wanted to make sure that their movements were separate enough so that the player could easily see the difference between them without having to look and think too hard.

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About Emilia Daniels

2016 Game Design