Post by estebant on Jan 18, 2017 0:55:45 GMT -6
I was looking through the Enemy Suggestions thread earlier when a thought suddenly entered my head...
If I were a game developer whose goal is to fill a gigantic castle with all kinds of monsters, I would look towards the community for interesting ideas regarding enemy patterns and behaviors that maybe I haven't thought about.
I wouldn't go to an enemy thread to see what specific monsters people want in the game. I can think of thousands of mythical monsters and I'm sure so can the designers.
Saying you want Cthulhu in the game is of no use to the developers.
All enemies are obstacles, and all good obstacles need to be varied and original. The enemy behavior is a foundation, the look is secondary and can be built around whatever best fits the design.
Why not try to make a good list of possible patterns and behaviors that maybe we've seen in other games, maybe some you wish would make a comeback from previous Iga games, or perhaps some you've even came up with yourself!
Here are just a few right of the top of my head that I thought were pretty memorable from old Castlevanias:
Please keep in mind how the look of the enemy wasn't really what made it memorable...
1. Gargoyles in rondo would fly backwards when you tried to whip them.
2. Ghosts in SoTN could be pushed backwards with a shield.
3. Boomerang skeletons would cower when Alucard got close.
4. Blood skeletons would collapse only to reform seconds later.
5. Spear knights would patrol with their spears over their shoulders until they spot you. Then they would enter a battle stance.
6. The Homunculus enemy in DoS would die on its own if you got away for long enough.
7. Bone pillars, Buers and others could be used as platforms.
8. Coppelias would spawn by being shot out of a cannon onto a tightrope.
9. Skeleton dancers could be avoided simply by standing still.
10. Alura unes could become stronger by drinking your blood.
11. Clowns would explode into confetti when defeated.
12. HoD witches could heal you when they tried healing themselves. Sotn witches could heal you with their cats if you equip a certain item.
13. Owl knight would grieve when you killed his owl.
14. Oroborous enemy would temporarily help you when you kill the flea man riding it.
15. Bloodlines skeletons will throw their heads at you.
16. You can decapitate Bloodlines harpies.
Even behavior that doesn't affect gameplay can make enemies interesting. Like they way an enemy spawns or dies.
Even boring ones like the trajectory medusa heads follow or the status effects some enemies inflict, in my opinion are worth talking about because they make each enemy stand out.
What do you guys think? Any specific enemy patterns you would like to see?
If I were a game developer whose goal is to fill a gigantic castle with all kinds of monsters, I would look towards the community for interesting ideas regarding enemy patterns and behaviors that maybe I haven't thought about.
I wouldn't go to an enemy thread to see what specific monsters people want in the game. I can think of thousands of mythical monsters and I'm sure so can the designers.
Saying you want Cthulhu in the game is of no use to the developers.
All enemies are obstacles, and all good obstacles need to be varied and original. The enemy behavior is a foundation, the look is secondary and can be built around whatever best fits the design.
Why not try to make a good list of possible patterns and behaviors that maybe we've seen in other games, maybe some you wish would make a comeback from previous Iga games, or perhaps some you've even came up with yourself!
Here are just a few right of the top of my head that I thought were pretty memorable from old Castlevanias:
Please keep in mind how the look of the enemy wasn't really what made it memorable...
1. Gargoyles in rondo would fly backwards when you tried to whip them.
2. Ghosts in SoTN could be pushed backwards with a shield.
3. Boomerang skeletons would cower when Alucard got close.
4. Blood skeletons would collapse only to reform seconds later.
5. Spear knights would patrol with their spears over their shoulders until they spot you. Then they would enter a battle stance.
6. The Homunculus enemy in DoS would die on its own if you got away for long enough.
7. Bone pillars, Buers and others could be used as platforms.
8. Coppelias would spawn by being shot out of a cannon onto a tightrope.
9. Skeleton dancers could be avoided simply by standing still.
10. Alura unes could become stronger by drinking your blood.
11. Clowns would explode into confetti when defeated.
12. HoD witches could heal you when they tried healing themselves. Sotn witches could heal you with their cats if you equip a certain item.
13. Owl knight would grieve when you killed his owl.
14. Oroborous enemy would temporarily help you when you kill the flea man riding it.
15. Bloodlines skeletons will throw their heads at you.
16. You can decapitate Bloodlines harpies.
Even behavior that doesn't affect gameplay can make enemies interesting. Like they way an enemy spawns or dies.
Even boring ones like the trajectory medusa heads follow or the status effects some enemies inflict, in my opinion are worth talking about because they make each enemy stand out.
What do you guys think? Any specific enemy patterns you would like to see?