Our enemies

Hi, this is one my second blog post, the first one after the alpha presentation and playtesting. I’m gonna talk about one of our base mechanics, the enemies.

In the concept that we are currently working on (Burn witch burn) the main character gets chased by the “mob” an unkillable horde of angry farmers that hunts yo through out the first level. While trying to run away from this unkillable mob, the player will encounter other obstacles and enemies. This enemies will be farmers. We have divided them into two groups: Melee Farmers and Ranged Farmers.

Melee Farmers: this are a enemy that when getting in range will follow the player and try to stab him with their pitchfork.

Ranged Farmers: this enemy is a static enemy that throws a torch at the player. Right now throwing torches at a fire witch may seem a bit silly but it will change for the Beta.
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    The images show the ranged farmer in idle and throw states. In the throwing image he throws a arrow (placeholder for torch).

This week I have been working on the enemies. Mostly the ranged farmer since I had the sprites and animations ready. In my opinion the melee ones are the easiest one to implement since they are constanly moving towards the player and the ranged ones just throw stuff.

Right now the enemies have health and deal damage to the player. When the enemies health reaches 0 they just dissapear. We don’t have any feedback on if they are hit and it is something that we will have implemented for the beta. One cool way to do this is after the enemy takes a certain amout of damage and it’s health reaches 0, it starts burning (since you are shooting fireballs). In my opinion it would enhance the aesthetics of our game.

I managed to implement the basics and have the animations switching between each other. The farmer instantiate a object (the torch) and this one flies towards the players position in the moment of throwing animation. I’ve encountered some issues, such as the lightning we are using for our game since the torch should illuminate where it goes, but right now it doesn’t. It may seem that it not that big of a deal right now but in our game we decided to use the light as a guide for the player since the scene is completly dark. Another issue that will appear during the playtesting will be the balancing of our melee farmers, since the player won’t be able to see it because of it not having a emmiting light source.

About Gabriel Andreas Ringmar

2016 Programming