XaiJu
Brellom
Brellom

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Game Dev - Upcoming Enemy Designs

Development has been slow, but I'd like to dedicate more time to this project. One of the biggest obstacles holding me back is the messy collision system, but it might be cool if that's something I can make little bits of progress towards while also working towards new features too.

Of course, it's tricky determining what exactly I should do. There are a lot of little ideas, but none of them are vital and a lot of the basic gameplay engine features are already represented. So I'm currently thinking about my biggest criticism of the latest demo - the lack of difficulty, or rather, the lack of diverse interactions.

You can play through the current demo by simply holding right, occasionally whipping, and also jumping - with your eyes half-closed. That is to say, you don't have to THINK very often, and when you do, it's not within a sequence of diverse "problems" to solve. Another issue is that, unlike the inspiration (Castlevania NES), our screen is much wider, and Elayne has both a longer whip and the ability to carry two sub-weapons... So there's a bit of power creep here; Elayne is very strong and few encounters are currently capable of giving her trouble (without resorting to enemy spam).

So I think we need a few more enemies - especially any that can challenge the length of Elayne's long whip.

One of the upcoming prospective enemies is the Undead Knight, who's pattern is straightforward. He will move back and forth, and thrust his sword forward at the end of each stride. Although it is a basic pattern, I do hope that his thrust can catch players by surprise.

Another is the Demon Babe, who is a work-in-progress. She was designed first, intended to serve the same function as the Undead Knight, but ended up evolving passed that concept. So I've not decided what to do with her yet. Coming up with interesting, but simple, ideas is a pretty tough. Without a strong idea, she might end up on the back burner for a bit...

Neither of these enemies have any code yet.

I still need to come up with a few more enemies - like an airborne enemy that swoops down.

I keep thinking about how I'd like to incorporate a bit of daily dev work into my life, and maybe even streaming it (as boring as that would be), but there's a bit of friction that always makes jumping into this kind of work difficult as of late. Do I want to even try to jump into something if I can't be certain that I'll be able to make solid progress? That sort of thing.

As an aside, I still have not re-acquired my ability to receive money on Patreon. Hopefully, I'll be able to do that within the next few days.

Don't forget to eat & sleep.

Comments

I can't help but think that the babe can do some kind of "slow down" attack. Like, she's able to throw a cloud your way that makes you move slower. Not sure how to make work with the sexy demon vibe outside "It's a mist that makes you weak in the knees", but it'd be something to give her a niche where's she's more dangerous the more enemies there are in a room.

Ehhhhhh

Falling detection is hard :/

gkr

The character uses collision points instead of collision boxes, so every collision the character makes with the environment is handled via math checking with various specific pixels - and the pixels it checks change depending on the player's state. Because of how messy it is, it is actually possible for players to get stuck in the "Falling State" because they hit the ground at a rare angle and the game can't detect the correct collision point to tell the player to exit the "Falling State" and re-enter the "Standing State."

brellom

I don't know how much video game culture you have. Maybe the "janky collision" is ennemy have big collision box covering the whole spritd, even the corner full of transparent pixel. If your game engine allow it, you could take the direction of fighting. They have for each character multiple hit box which usually move per frame. During a punch, the arm will have an offensive hitbox that hurt the other player. In guard position, a hitbox covering most of the front that block offensive hitbox will appear. To keep things fast code wise, there is usually a global hitbox for the character. If that one have no collision, no need to make more test

gkr

there was a bit in shovel knight in the first level where you had to drop down into a situation where enemies were on either side of you

Azurezero

Undead Knight and Demon Babe are hella cool to look at! I hope thst you'll be able to work them into the game demo, Brell!

Ethan Moreno


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