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Enemy Basic

Daniel Creusot edited this page Oct 28, 2019 · 11 revisions

Guide:

  • Implemented Feature - This feature has been implemented into the game
  • Core Feature - This feature is a necessary aspect of the game
  • Optional Feature - This feature is optional, and can be implemented later
  • Conceptual Feature - This feature will need some work before it is ready to be implemented
  • Scrapped Feature - This feature should not be used, although aspects of it could be recycled

Basic Enemies

These enemies will show up regularly in levels, and will not only provide players with challenges in their journey but tools with which they can overcome other obstacles. When destroyed, they break up into parts and fall onto the floor as debris (Conceptual Feature).

Banshee - Implemented Feature
These mounted and immobile laser turrets always aim towards the player with a red laser (that fades over a few centimetres of screen space). When the player is within their line of sight (there is no terrain, enemies or objects between them), they will charge up a shot over 1.5 seconds and fire a powerful beam for 3 seconds.

Whilst firing the laser beam, it will immediately stop following the player and remain locked at the same angle as when it started firing. This laser kills the player, but can also be used to power up energy cells, destroy other enemies, or destroy debris and damaged floors. The reason that the laser lasts this long, is so that the player cannot jump over it to dodge, it, and so that they can later use the Shield Arms to redirect the laser towards the elements listed above.

The laser can be deflected by the player if they have the shield augment, in both the windup and firing mode, though only the firing mode will activate other laser-activated objects.

If the player leaves the line of sight during this charge up duration, the turret will wind down over 1 second. Whilst winding down, if the player re-enters the turret's line of sight, it will start at the previous level of charge it had. This will help maintain a sense of threat, and also prevent issues like falling debris safe the player by fully resetting the banshee's charge. (Optional Feature) instead of winding down, the banshee will continue to focus on the player, charge and then fire. It will start the next windup when the player re-enters its line of sight.

The banshee's charge up phase is made threatening by a metallic screech and rising rushing sound, as its front opens like teeth and the laser weapon extrudes outwards. When it fires the laser, the sound effect will be tied in with a heavily distorted scream.

STRETCH GOAL - Optional Feature We could potentially add mirror level mechanic later, where the laser can reflect off of elements of the environment, so the player needs to note which directions the laser will come at them from, or potentially move elements of the environment to set up a path for the laser to reach a power cell.

Bladebot - Implemented Feature

Bladebots are hovering drones in centre of circular saw blades. They will have a laser from their centre point in either one direction, or in two opposite directions. If anything passes through the laser, the bladebot will accelerate forwards in that direction to a designated point. It may then either stay in that spot or slowly reverse back to its original position. While slamming, it will destroy any breakable environment, meaning that the player may need to bait them like a matador to allow for further passage through a level.

Defence Drone - Potential Feature
These hovering drones patrol back and forwards along a scripted path. They have a yellow scanning cone in front of them, and if the player enters it, the drone will give chase and try to divebomb the player, ensuring mutual destruction

Gyre (Cleaning Beyblade) - Implemented Feature
These spinning top robots are low to the ground, have sawblade edges which will damage the player, and a flat top which, when jumped on, gives the player a large upwards boost. These robots move on a looping path along a flat surface, stopping at ledges or walls to move in the opposite direction.

These robots are stationed throughout the districts as cleaners and are deployed from cleaning modules throughout the level. If debris falls near a cleaning module, it will begin to deploy Gyres continuously. If debris falls near a Gyre, it will change its course to move towards the debris. The player can kill a Gyre by shooting its top with the Cannon arms or jumping on them with activated Groundbreaker legs.

Optional Increased Complexity: If two collide with each other, one will jump on the head of the other, stacking to become a column that can keep building upwards (with the larger stack jumping on top of the smaller stack each time). Large columns like this allow the player to create much higher jumping platforms and allow them to reach new heights.

Visual Design: Rounded edge rectangle for the top part, with an extruded (vertically symmetrical) trapezium on top which acts as the jump boost. We can also have a police siren on top that activates if it sees the player or debris on the ground. The bottom should be a circle on another layer, and the top should tilt over it as it is moving, as it leans into the motion. Spinning blades will be in the centre of the upper body, extruding outwards.

Porterbot - Optional Feature
These small helicopter drones move around the level carrying boxes, along scripted, looping paths. Jumping on them from above will kill the player as they hit the helicopter blades. Shooting it will destroy it and cause it to drop its cargo. Larger porterbots will carry platforms suspended by ropes, allowing the player to jump on board and take a ride. They are non-aggressive and will not attack the player.

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