Skip to content

Enemies

Griffin edited this page May 24, 2016 · 3 revisions

Enemies

Enemies should be entities that all aim to inhibit the player's progress in one way or another. This can be through damage, slowing, poisoning, etc. Enemies should have upgraded "siblings" throughout the game that show relation to early enemies, but have upgraded health, damage, and slightly harder mechanics to create cohesion.

For what they represent, they should focus around the themes of Ancient Egypt. Influence from mythology like gods and monsters, as well as mummies and other stories should be the main themes.

Enemy Types

  • Basic "goomba" type enemy that simply runs at the player slowly and deals damage upon collision. Probably mummies.
  • Basic projectile based enemy which remains static, but launches damaging missiles.
  • Bats. There are always bats. They should be fast, flying, but should be weak.
  • "Mole" type enemies which burrow underground to move, and appear to hit. Cannot be hit while underground.

Bosses

Bosses are the big bads of the game world, and should be significantly more challenging than any one room on the floor. Like enemies, they should have the alternate versions that upgrade as the game goes by, upgrading aspects of their fight to bring back old mechanics, but to upgrade them over time. Behavior should change with different health levels, making the fight harder the closer the boss is to death.

Stylistically, the most obvious representation would be different Egyptian Gods, such as Ra, Anubis, Isis, etc. but is not locked strictly to them.

Examples of Boss Fights:

  • Bullet Hell type, where boss is stationary, but launches out many missiles at a same in many directions that the player must avoid.
  • Charger type, where boss' main goal is to charge at the player to cause damage through collision. To increase the challenge, it can be placed with another type of boss the emits projectiles, or can have a maze like room where he will be stationed.
  • Trickster type, where the boss will use mechanics like teleportation, illusionary clones, or slowing magics to make the fight annoying for the player, but will usually not have large amounts of help to compensate.
  • Spawner type, where the boss itself will only use basic projectiles, or none even, but instead summon basic enemies to do the fighting for them, spawning harder, or more enemies as its health drops.

Speak magic. Unleash the power of language!

Clone this wiki locally