Week 14a- Designing the Enemies- Level 3
Horse-sized wasps that fly onto the screen, and after a brief pause, charge directly towards the player. Upon collision, they return back to the right side of the screen and repeat the process until they kill or are killed.
Compared to their initial sprites made for the MVP document, I have given them quite the glowup. Granted, the hell wasp was probably I one of the few that was very much in a work in progress state when I made the MVP document, so them getting such an overhaul visually makes sense.
This new look was a lot better than what I had before and had a lot more detail that the original was missing. Coding on the enemy from what I heard about from Sage was a bit of a mess, something I think he would be describing in his blog (hopefully)
Animating the wasp wasn't too difficult, and ended up totalling to 12 images- the same amount as the boss Sibriex which is kind of funny when you think about it.
Simple enemies that fly onto the screen, shoot three bullets in a row at the player, and fly off the screen.
I actually forgot to mention an enemy so I'll bring them up here, woops! Here's how they went.
The imps were among the first of the enemies to be sprited out as shown by the MVP document having their final form in it. They totalled to 9 images made for them.
Diablo Engine The largest and most powerful of the standard enemies, they possess the most weapons, including a flamethrower that is just a rapid spray of bullets in a wave pattern, a laser cannon that fires a laser directly in front of them that cannot be stopped by any means, and explosive shots that unleash a spray of bullets in all directions upon reaching a certain distance.
The last of the basic enemies to be sprited, the diablo engine totalled to 28 images made for its animations, and was another enemy I fully coded, so I'll go into some detail with its attacks.
The Diablo Engine was designed to serve as a "miniboss"- an enemy that was a boss fight in its own right, as such it sports the most attacks out of any basic enemy and fights similarly to the Soul Grinder. Much like Sibriex and the tormentor, the diablo engine utilized the threat system, rolling that same d6+Threat to choose its attack on any given cycle.
The most basic attack, the diablo engine fired a snaking volley of bullets towards the player that moved in an 'S' pattern.
Taking inspiration (chapter 1, fullerton) from the Soul Grinder, the Diablo Engine too has a screenwide laser attack. Some people would call this lazy for making an enemy do the exact same move as a boss, but I like to think of it as an admission that the player is getting more skilled- skilled enough that even the what served as bosses earlier in the game can now be encountered as basic enemies. This
This attack occurs halfway through its threat value at results 6-8.
The last of its attacks, the engine would play an animation, then charge towards the left side of the screen. Once there, it flips around and charges even faster to the opposite side. Upon arriving, it flips back to its starting position and returns to normal. This attack occurs on a roll of 9 on the dice and resets the attack pattern.