This week we’ve continued developing and implementing the enemy lineup! After some extensive testing where we played around with many different combinations of the enemies, we realized something was missing from our lineup: a big threat which you’d have to deal with asap, who could also tank enough damage to stay around for a while.
Basically, everytime we added a Yeti for fun, things got more interesting!
Pretty much all of the enemies here have either AOE attacks or movement/attack patterns that need you to mind your position, and they’re not exactly super easy to hit – the worms are untargetable when they’re burrowing, the statues can’t get hit when they’re mid-air, and the plant thingies deal damage from kind of far away. So, for fun (and science) we tried adding heavier enemy types that could soak up the damage, and found the encounters became a lot more fun – especially with a super tank like the Yeti involved!
Since we didn’t wanna add the Yeti for real, we thought we’d come up with another enemy to serve a similar role. This is what we came up with:
We call this guy Echo of Madness, and he serves as an echo of Tai Ming’s violent past, where some really hardcore stuff went down! So, not only does he make our enemy encounters way more fun, he also helps establish the theme and feel of the dungeon overall.
The above GIF shows a super early WIP of his attack pattern – right now he only has one attack, which is a kind of dash. Our goal is for him to do a ton of damage if he actually hits you, and that he’ll follow you around more than the other enemies so you’ll kind of have to deal with him.
Here are a couple of more encounters where we used him:
Look how he’s chasing me away from the other enemies, and distracting me so I get hit by the burrowing worm! These fights definitely work a lot better with this guy around :)
In other news, there’s a lot of small fixes going on across the board. We’re finishing up the first Tai Ming zone for a frontline release, so these coming weeks will be all about polishing the little things, adding portraits and expressions to the remaining NPCs, adjusting the writing and fixing small stuff. Here’s a mix of what we’ve been up to!
First up, a new character that will be selling swords:
The left version of this portrait will feature the character in his slightly younger days, and the right one is for when you’ve progressed the story a bit, meaning a bunch of years have gone by in the past:
This guy got a little nose job:
We also we wanted to make the chest a bit different in the past than they are in the present. And we thought, wouldn’t it be cool if the chests used to be painted, and they’re brown nowadays because the colors faded over time and now everyone believes chests should be brown cause that’s how they’re used seeing them? Kind of like the ancient statues of our time: today we’re used to seeing white ancient statues with cut-off limbs, when in fact they used to be intact and actually fully painted in the old days!
Anyways, I made a bunch of suggestions, with the corresponding Collector Emblem to go with them (the far left one is the original chest):
We’re probably gonna go for the purple one, since we liked that one the best! We really liked the black and red ones as well, but we think it’s best to stick with one :)
Next up, adding a gate to the garden area…:
…and giving the old lady a watering can for her flowers:
And that’s all for the recap this week!
If you wanna see more random detail work, you can always check out my personal workblog at http://vilyaroo.blogspot.se/ where I post new Grindea stuff every Sunday-Thursday (cause regular weeks are not as cool). See you next time! :)
I only see the left portrait of the sword salesman