You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
As mentioned in the (G) issue for enemy design there will be four basic enemy models. Spawn rate should be randomly generated with spawn rates of standard melee being the highest, then ranged, then strong melee. Bosses should be unique and don't require spawn rates.
Standard melee
Moderate range of aggression. Spawns more frequently than the other types. Only has one basic melee attack. Needs to be easy to dodge so the attack will be visually slower.
Standard ranged
Moderate range of aggression. Spawns frequently, but not as frequently as standard melee. Only has one basic ranged attack. Likely going to be just a simple thrown projectile. No need for slow throw animation as the projectile should be visible and avoidable.
Strong melee
Smaller range of aggression if possible. Spawns occasionally. Will have 2 or 3 different melee attack options. Each attack from strong melee enemies should take a sizeable chunk of health. Still slow and easy to avoid.
Boss
These are unique and will be discussed more during our meetings
I'm not too concerned about the boss mechanics for now so save that for until you finish the other three.
Of course what we need to work out is range of aggression. How strong/how many hits until you die from each type.
The text was updated successfully, but these errors were encountered:
As mentioned in the (G) issue for enemy design there will be four basic enemy models. Spawn rate should be randomly generated with spawn rates of standard melee being the highest, then ranged, then strong melee. Bosses should be unique and don't require spawn rates.
Standard melee
Moderate range of aggression. Spawns more frequently than the other types. Only has one basic melee attack. Needs to be easy to dodge so the attack will be visually slower.
Standard ranged
Moderate range of aggression. Spawns frequently, but not as frequently as standard melee. Only has one basic ranged attack. Likely going to be just a simple thrown projectile. No need for slow throw animation as the projectile should be visible and avoidable.
Strong melee
Smaller range of aggression if possible. Spawns occasionally. Will have 2 or 3 different melee attack options. Each attack from strong melee enemies should take a sizeable chunk of health. Still slow and easy to avoid.
Boss
These are unique and will be discussed more during our meetings
I'm not too concerned about the boss mechanics for now so save that for until you finish the other three.
Of course what we need to work out is range of aggression. How strong/how many hits until you die from each type.
The text was updated successfully, but these errors were encountered: