Week 9 - Something's In The Way
- Jonathan Newman
- Nov 11, 2022
- 2 min read
This week, I was focused on implementing as many enemies as I could so that Nathan could use them for level design.
With the restructuring of where we put our enemies, I focused on the enemies that would be placed in Ember's Rise, while also implementing the one we moved to the Tower Base area.
The first enemy I made was the Burnt Vine. It is a sentient vine made of ash that spits an ash projectile. It is also the first stationary enemy, meaning players will need to approach it somewhat differently compared to the other ones.
Next was the Ashen Belcher. This is the first enemy in the Ember's Rise area. It's a humanoid figure that walks around slowly. If it sees the player, it will spit at them before turning around and running away. It's my favourite enemy so far.
Next was the Wailing Phantom. This enemy is unique in that it can go through walls. It slowly approaches the player, hovering around them, before charging up to lunge quickly at them.
Finally, was the Hell Skipper. This enemy wasn't fully implemented, but the majority of its logic is in. Its movement is unique. When it walks, it goes forwards slightly, then pauses. It has two attacks, one ranged and one melee. The ranged attack wasn't implemented, but the Hell Skipper will thrust its trident at the player, sending forth two slightly homing projectiles at the player. Its melee attack is a delayed jump where it rises into the air briefly, before lunging down, aiming at the player's last position. It's fast and really tests the player's spacing.
For next week, I will be finishing the implementation of the Hell Skipper and all other enemies, both in Ember's Rise and the Vermillion Summit. I will also start to implement the boss' bullet hell projectiles and animations as they are made. Once all of these are done, I will move on to creating the soundtrack for the game.
No major issues arose this week, as everyone was off doing their own thing. We have a clear goal for the beta build and the final build, so as long as we can get in deliverables on time we should be on track.
Until next time.
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