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Crimson Nights (rejected)

For this project I was in a class that puts us in a group to work with other game developing students. It was to help us learn how to work on a game developing team.  Us online students were to team up as independant contractors (or something like that) with teams that were working on existing projects at the physical campus. 

 

This game was an arena style hack and slash/dungeon crawler. The game allows up to four players to play against the game together or the players have a chance to fight each other in an arena.  The game is simply, go to the enemy and attack, survive to the end.  The game sports 16 bit sprites on a 2D background.

 

I was given the opportunity to design enemies for this game.  One big rule that I needed to follow was that there needed to be a group of four enemies that related to each other.  It was sort of a progression for each enemy in each group.  There was the smallest weakest enemy, then the next level up, and so on.  I drew concepts for each one and made sprites.  I was then to animate the sprites for each enemy.  

 

I also came up with some mechanics too.  One for the versus system to make it interesting, and a couple team based mechanics.  These were just ideas I thought of as I went about my day.

 

I was kicked off the team because of some differing views on the game.  I did not try and get in the way of what already existed, but I'm guessing the rest of the team didn't like my work.  Maybe they didn't like me either.  That can go far.

Enemies

Migrin

Movement:

  • Moves as fast the player

  • Moves around freely.

 

Actions:

  • Will chomp at the player when close and in front

  • Spins around to swing it's tail. This attack is done when the player is within a certain radius. Not always triggered though. Kind of random. The tail will raise before this happens. The pivot point is the center of the beast.

  • Working on a third attack

 

Defeating:

  • 5 hits to kill.

  • Can attack anytime

Jofiss (Poisonous Toad)

Movement:

  • Small hops in any direction freely

  • Will pause for ½ a second in between each hop

  • The hop is about the speed of the player's movement

  • The distance for the hop is about a game foot (however long that is)

 

Action:

  • Spits out venom in a strait path. Does so randomly. Is a small ball of spit.

  • If player touches toad, the player also gets hurt. It has poisonous skin.

 

Defeating:

  • 1 hit to kill

Aquina (Centipede)

No sprite created

Movement:

  • Moves in any horizontal or vertical direction freely

  • When it turns it takes wider, more round turns.

  • The whole body follows the same path as the head, like a train on a track

 

 

  • Moves the same speed as the player

 

Actions:

  • Swings to hit the player is a circle. Pivot point is the head. The centipede will stop at a certain distance and then attack after about a second, giving the player the chance to strike first. If the player strikes before hit, the swing is interrupted. The stop is the indicator that the centipede is about to do the swing attack, if it is close.

 

 

 

  • At a far distance, if the player is in the centipedes direct line of sight the centipede will charge atthe player and coil around the player, squeezing some life out of him. The speed will start about the speed of the character and increase as it moves forward. This attack does more damage than the other. This attack cannot be disrupted with an attack. The player must evade.

Limer (Poisonous Slug)

Movement:

  • half the speed of the player

  • moves around freely

  • Continuously moves in the direction it wants to. No breaks.

 

Actions:

  • The slug leaves a trail of poisonous liquid behind it. The trail is about 3 times the length of the Limer.

 

Defeating:

  • 1 hit kill

 

Killer Hibiscus

Movement:

  • Moves ½ as fast as the player

  • Moves around freely

 

Actions:

  • Within a certain distance it can snag the player with it's tentacles and pull the player in to chomp at. The player can slice at the Killer Hibiscus just before the chomp. The snatching of the player will randomly occur. Meaning, the plant may walk by without snatching the player at all. If the plant snatches the player it will raise a tentacle for a second then reach for the player.

 

 

 

 

  • The plant can also do a lung chomp. It will thrust forward to try and bite the player. The distance isn't that great, but the speed of the leap will be barely faster than the player. Will use a kill radius like the one above. Will tilt its head back for ½ a second before lunging.

 

Defeating:

  • The player can attack the plant at any time.

  • 3 hits to kill

Plant-Zilla

Movement:

  • Moves about ½ the speed of the player

  • Moves freely around

  • Only face forward

 

Actions:

  • Shoots needles in a half circle radius behind it.

    • Does give enough space for the player to dodge if far enough away.

    • Will shake and suck needles in for about a second before firing.

  • Will swing it's arms to attack in a half circle in front of it/ Raises one arm before swinging.

  • Whips the player with a vine.

    • Reaches far for this.

    • The tell is that it will bring back a vine, pointing to where it's going to reach out and then shoot it out

  • One more idea is that it thrusts it's vines into the ground and they come up randomly (one by one) and smack the player

    • a glyph, or something, will appear on the ground where a vine will appear from.

    • The vine will smack the player one second after it surfaces.

    • The player can cut the vine down with one hit after it submerges if the player attacks before getting hit by the vine.

 

Defeating:

  • The player can the plant at any time

  • Life will be discussed later

For the full list of enemies you can check out this document below.

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