My original task as a game designer was to work on the island game in terms of lore, recent background story, original character story as well as main character design, non-player character design, interactive design, enemy attack pattern as well as as design.
Christian Otterman and myself came up with a table of enemy content:
Boss battle mechanics were also a task completed by Christian and myself, where we designed the arena for the first level boss nicknamed the "Bone Shark". His attack pattern and use of different attacks were a conception of Christian and myself. and after discussing it with the programming team, seemed well within our reach to do.
Christian Otterman and myself came up with a table of enemy content:
| MONSTER DOC | Health | Attack Damage | Weakness | Attack Pattern |
| Tutorial Island: | ||||
| Blob (Use stock) | ||||
| Bat (Use Stock | ||||
| Spider | 2 | 1 | Fire | Walking Towards Hero then backing off if it hits the Hero |
| Lungfish | 3 | 1 | Water | Slow walk towards Hero. Continuous walk not like the blob. |
| Boss: Bone Shark | 10 | .5 (Ranged) | N/A | Throwing bones for ranged attacks. Shoots 1 bone every 2.5 seconds. Shoots a burst with a slight scatter every 7.5 seconds. Makes a series of 3 bone walls with a gap every 30 seconds. Repeat pattern. Do not have the shark shoot bones during the bone wall phase. |
| ISLAND 2 | ||||
| Market Island: | ||||
| Guard (Meele) | 3 | 1 | Fire, Lightning | Walking towards Hero, jabbing spear. |
| Guard (Ranged) | 2 | 1 | Fire, Lightning | Shoots arrow every 5 seconds. waits 2 seconds to reload. |
| Guard (Magic) | 1.5 | 1 | Fire, Lightning | Shoots Fireball every 5 seconds. waits 2 seconds to recharge. |
| ISLAND 3 | ||||
| Desert Island: | ||||
| Condor | 1.5 | 0.5 | Lightning, Arrow | Infinity sign |
| Cactor | 2 | .5 (Can get hit by multiple pins like a shogun) | Fire | Hops in a random direction then shoots in 8 directions every 5 seconds |
| Angsty Camel | 4 | Watergun (Ranged) .5 Kick 1 | Ice | Walks toward Hero. Stops then spits every 4 seconds. Kicks in close range. |
| Dust Devil | 0.5 | 1.5 (Slow short-range tornadoes) | Magic | Move in random direction; stop; shoot 2 in opposite directions repeat. Slow to move. |
| Boss: Sandpit Ant | 15 | 1 | Water | Spawn Dust Devils; Quicksand Pit (Large); if hero gets too close, chomp and then gets knocked back. |
Boss battle mechanics were also a task completed by Christian and myself, where we designed the arena for the first level boss nicknamed the "Bone Shark". His attack pattern and use of different attacks were a conception of Christian and myself. and after discussing it with the programming team, seemed well within our reach to do.
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