Enemy Design
Enemy Design
Now that our character can move around the world, they need something to interact with. Just like those meat-filled pumpkins they give to tigers in zoos, Rob needs some enrichment in their enclosure. That means enemies!
Foe #1: Punchbot
The first to enter the Thunderdome is the humble Punchbot.
This is our basic enemy type, and as the name suggests, they have a mean right hook. Upon seeing the player, they will wind up for a moment before lunging forward, knocking any unfortunate robots in the way onto their ass.
When they're not beating up rollerskaters at the local park, they enjoy long walks on the beach and patrolling between two predefined points, looking for more skaters to assault.
"But developer," you ask, "what can robotkind do against such reckless hate"?
I'm glad you asked. Rob can use their incredible skating prowess to run into their enemies at high speed, sending them flying in a pile of scrap metal! Careful not to move too slow though, as you need to be moving over a certain speed to destroy them.
(Death animation to be added at an undisclosed date)
Foe #2: Shieldbot
Next to enter the ring, the Shieldbot!
This treacherous foe carries with them a massive tower shield to ward away any and all rogue skaters approaching from the front, no matter how fast they may be going.
This may seem problematic for our plucky hero, but don't give up hope just yet! The shieldbot, as it turns out, is a little bit dumb, as they bought a shield too big for them to see over! This means that although they will follow their patrol path, they have no idea where Rob is at any given moment. This gives you the opportunity to jump clean over their heads or sneak up on them from behind, then slam into their rear end at high speeds! (Can I say that here?)
Bonus Round
Unrelated to our two lovely new friends, I have also gifted Rob with the ability to wall jump as their existing movement was somewhat lacking in vertical mobility. This can be repeated for as long as you have a wall to jump off of.
Performing a wall jump also remembers your velocity going into the wall, and sends you flying away from the wall at the same speed, giving you another way to turn around while maintaining your speed.
Cyberskate
Status | Prototype |
Author | abarker7 |
Genre | Platformer |
More posts
- DocumentationMay 31, 2024
- Player Movement FundamentalsMay 07, 2024
- Game ConceptApr 22, 2024
Leave a comment
Log in with itch.io to leave a comment.