When I was thinking about the prototype, I really only imagined 2 different types of enemies: a generic weak unit and a boss type unit.
I've been doing a lot of research on design recently and it's been a great way to get my mind going about game design.
http://www.gamasutra.com/view/feature/175950/the_fundamental_pillars_of_a_.php?page=2
From an art stand point and a design perspective, I need to start thinking about the type of enemies I need to have in my game.
Right now we have 4 worlds/4 art themes planned for the game:Heavy Metal, Country, Hip Hop, Dubstep, (Hell). It's possible that in the final level, the main character will die and go to hell. I love that idea so we'll see how that pans out.
The plan right now is that there are 3 to 4 basic units that we can impliment in all of the worlds. Different skins might be used per world but mostly, they are employees of the Music Labels and evil corperate characters. Then per world, there are special art themed units or special ability units such as bomber/suicide enemies. As the character progresses to the other worlds, the basic units can be upgraded to enhance difficulty and to force new mechanics out of the player. Some of the units could get cosmetic changes such as silver to gold or get better shields (etc) to increase in difficulty and to change a little asthetically.
- 4 base enemies + sub units
- weak - very low health, all attacks have effectiveness. Numbers are their strength
- ranged - ranged attack, sniper perch. Difficult to catch with melee attacks. low health. Could attack from below. Player should take this unit out first, getting shot by sniper could stun main character and make him open for attack.
- equal - Unit requires multiple hits or combos, block mechanic used by this enemy
- heavy - slow unit, can block most attacks from the front; weak from behind, below. Stunned when attacked with ranged attack multiple times from the front (blocking animation). Or heavy/special attack is required. Block doesn't work against attacks
- 1 - 2 special enemy per art theme (special units to make world special)
- Demon blood vomiting units or teleporting
- Lumberjacks - heavy melee attack
- jet pack flying sniper units - must get under to shoot and their moving
- missile launching unit - must dodge missile
- hummer unit - heavy vehicle to dodge and shoot, carries units
- Bass unit that shoots player into air - must get above unit to kill
- Robots heavy unit - super heavy unit, use special attacks
1 boss battle - To finish worlds and to mix up game play, I'd like a set piece sequence or a boss battle to conclude worlds. I want to break up the usual game play and I want to make some memorable moments.
Enemy Progression through worlds:
It is important for the enemies to change over time in variety and difficulty throughout the game. We want to introduce mechanics and tactics to the player over time and then we want to evolve those mechanics to make the game more interesting in later chapters. We introduce different elements world by world or level by level.
World 1: (Basic Attacks, combination of attacks)
Weak unit, equal unit, equal unit with shield
demon teleporting unit (ranged attack to stun, cannot kill with only melee)
World 2: (verticality, cleverness with speed)
Weak unit, equal unit, equal unit with shield, suicide unit
Ranged Sniper unit (kill from below), Lumberjack heavy unit (high damage)
World 3: (verticality both directions, heavy ranged unit)
Weak unit, equal unit, equal unit with shield, heavy suit unit, suicide unit
Ranged Sniper unit, missile launching unit (high damage range), bass unit (kill from above)
World 4: (speed, accuracy, increased difficulty)
Weak unit, metal equal unit, equal unit with shield, faster heavy suit unit, suicide unit
flying Ranged Sniper unit, flying missile launching unit (high damage range), moving bass unit (kill from above)
Hell: (quicktimey- guitar hero-esque, epic demon battle)
Final Boss battle - potentially shadow of colossus style quick time battle. Guitar hero battle?
No comments:
Post a Comment