Twin Creation Games
  • Home
  • Games
    • Bestiary Exam
    • Stay Alive
  • Portfolio
  • Contact
  • Developer Blog

Post Easter Update

1/4/2016

0 Comments

 
Its been a couple of weeks since last time, but since easter break is over its time to get back into the weekly dev blog!

Where we stand and enemy design

First of lets go through where we currently stand.
  1. All of the 4 classes are more or less playable in game. The exception being the Warrior of Light who still needs to get all of his abilities in working order.
  2. We have a rather broad selection of enemies.
  3. Base arena, interface and mechanics are in place.

What we lack at the moment(Outside of Kongregate functionality which has not been added yet, but will be ported from Stay Alive), are more enemies with advanced attack patterns. What do i mean by this? Well simply put, its enemies with more varied interactions besides moving and attacking the player. The fighting system is something we want to prioritize in this game as its a very important part of the core gameplay. This does not only count for the player, their character and their abilities, but also in how the enemies approach and interact with the player. For an example of what we are working on, lets go throught he Mountain Wormdrake enemy i did concept art for a few weeks back.

Mountain Wormdrake

Picture
Basic facts
  • S tier enemy
  • Medium HP
  • Some strong, some medium damage attacks
  • Has 3 states: Flying, On ground, Burrowed

Basicly the Wormdrake has 3 basic states that all have their own telegraphed attacks, strenght and weaknesses. 
​
  • Flying
In the flying state the Wormdrake will soar above the player leaving only a shadow below him. By looking at the shadow you can spot incoming attacks. In this state the player and Wormdrake does not interact with each other. In this state the Wormdrake can transition into both on ground mode or burrowed.
Picture
  • On ground
When it is on the ground the player has the ability to attack the Wormdrake dealing damage. At the same time the Wormdrake can charge the player dealing damage if it hits. Again it is possible for the wormdrake to transition between both flying and burrowed states depending on the moves it make.
Picture
Picture
  • Burrowed
In the burrowed state the Wormdrake moves under ground. Again the player can not harm the Wormdrake, but the Wormdrake will be able to hurt the player if the player gets to close. 
Picture
By having different phases the player must go through alternating between being agressive and defensive we are hoping to create more interesting gameplay then what you normal braindead enemy will provide. Off course this does not only apply to the Wormdrake, this is something we are hoping to do with more enemies along the way to create variation in our gameplay. Outside of the Wormdrake we also have the Storm Giant that spawns tornados, and we are hoping to create some dynamic gameplay with the Spiritmancer as well, alternating between homing fires and calling on the undead for help.

​The road ahead

​Due to the complexity of these new interactions implementing the new enemies might take a bit more time than what has previously been the case. Regardless, after the Spiritmancer and Wormdrake are working as we want them too we plan on releasing a teaser video to showcase the game as well as a demo for those that want it. How we are planning on releasing the latter is still in the works.

We hope you enjoyed this weeks update and may you have a nice weekend! See you in a week!
0 Comments



Leave a Reply.

    Markus Løtveit

    Designer, artist and head of marketing for Twin Creation Games. Loves all thing games.

    Archives

    June 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015
    November 2015
    October 2015
    September 2015

    Categories

    All

    RSS Feed

Proudly powered by Weebly