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Showing posts with label Obstacles. Show all posts
Showing posts with label Obstacles. Show all posts

Friday, October 26, 2018

Enemy Chart

Continuing with the Obstacles - Focusing on Enemies.   Only considering the levels around the one I plan to design at this time: Level 2.


ENEMY CHART:


Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Wood Dummy (static)
X
X




Wood Dummy (Moving)

X
X
X


MA Student


X
X

X
Sensei



X


Thugs




X

Samurai





X
Samurai Lord





Level 7+
Shogun (Boss)





Level 9

GENERAL INFORMATION:
·         Player health is 6.
·         Player is 1.8m tall.
·         All damage is whole numbers
·         Speed designations:   (used for movement and attack)
o   Slowest
o   Slower
o   Medium = Player Speed.
o   Fast
o   Fastest

ENEMY DESCRIPTION:
Wood Dummy (static)
Wooden cylinder with rods sticking out of it.  Rotates in place.
Size: Medium (Slightly taller than player ~ 2.5 m)
Health:  Cannot be destroyed.
Movement: None - Static
Attack: Melee - Rotates at constant speed back and forth
Damage: 1 damage / hit

Wood Dummy (Moving)
Wooden cylinder with rods sticking out of it.  Rotates about center while moving on a set path.
Size: Medium (Slightly taller than player ~ 2.5 m)
Health:  2 Health
Movement: Fast.  Patrolling set path.  Does not slow down / speed up.
Attack: Melee - Rotates at constant speed back and forth.
Damage: 1 damage / hit

MA Student
White clad faceless figure that looks like a Karate student in basic form and silhouette. Face and hands will be tan.
Size: Small (~ 1 m)
Health:  3 health
Movement: Fast.  Will approach / chase player within sight radius.
Attack: Melee attack range.  Attack speed : Medium
Damage: 1 damage / hit.

Sensei
Black clad faceless figure.  Dressed in a gi.
Face and hands will be tan. 
Size: Medium (~ 1.8 m)
Health:  6 health
Movement: Fastest.  Will approach / chase player within sight radius.
Attack: Melee attack range.  Attack speed : Fast
Damage: 1 damage / hit.
Thugs
Grey clad faceless figures.  Some carry clubs.
Size: Small (~ .7 m)
Health: 1 health
Movement: Medium.  Will approach / chase player within sight radius.
Attack: Melee attack range.  Attack speed : Slow
Damage: 1 damage / hit.
Thugs appear “en masse.”

Samurai
Ornately dressed figure with reds and golds. Sword and bow. Large helmet with “wings”
Size: Medium (~ 2 m)
Health:  4 health
Movement: Fast.  Will approach / chase player within sight radius.
Attack: Melee attack range / Ranged.  Attack speed : Fast
Damage: 1 damage / hit.

Samurai Lord
Ornately dressed figure with reds and golds. Fancier than the samurai. Has bow and sword..  Large helmet with “wings”
Size: Large (~ 2.5 m)
Health:  4 health
Movement: Fast.  Will approach / chase player within sight radius.
Attack: Melee attack range / Ranged.  Attack speed : Fast
Damage: 1 damage / hit.

Shogun
Very large figure with highest detail and decoration in armor.  Weapon is a two handed sword. No helmet.
Size: Large (~ 4 m)
Health:  10 health
Movement: Medium.  Will approach / chase player within sight radius.
Attack: Melee attack range Attack speed : Medium
Damage: 2 damage / hit.




Level Design: Obstacles

I like the process that the "Level Design for Games" by Phil Co outlines in his book.  I am using it to teach level design and game design comments in my class.

Next step is a brainstorm of obstacles in the game.  As I am developing a level only, I am not listing them all.  Mainly trying to give examples.

OBSTACLES (not just for chosen level):

1.      Platforms (Roadblock/Trap) – the player will need to jump across platforms.  Sometimes a failure will result in death (restart of game)  Example:  Platforms over fire.
a.      Wood plank platforms hanging from ceiling or cantilevered off walls.
b.      Large Stone blocks rising from floor.
c.       Balconies
2.      Spinning Wooden Dummy (Enemy) – the player will need to avoid these.  Some will be stationary, but spinning.  Others will spin and navigate a set path.  [for Level Design class, these would not be able to be destroyed – possible to change later]
a.      Various Speeds
3.      Locked Door (Roadblock) – player will encounter locked doors.  Will be overcome by finding keys or solving puzzles.
4.      Indiana Jones Floor (Trap, Puzzle) – The player will navigate a room in which each tile will only be stable for a second or two.  Some tiles will be solid and will not collapse. Some will collapse immediately resulting in failure. 
5.      Maze (Roadblock) – player will need to navigate a maze.   It will be important to visually show the player they are in a maze, but also include Landmarks so they know where they are.
6.      Stamping Blocks (Roadblock, Trap, Puzzle) – player must navigate a hall in which large blocks are moving up and down.  Timing will be required. It will be vital to visually show the player where they are in space for this.