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types of enemies
Kikaru
Member #7,616
August 2006
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I am working on a game, "Hunters", which plays something like Crimsonland, or the classic game Robotron.

Anyway, I'm trying to think up some ideas for different enemy types/patterns. So far, I just have a basic enemy that walks straight toward the player. I need to get a variety of enemies to make it feel interesting.

Thanks in advance! :)

HardTranceFan
Member #7,317
June 2006
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Ones that:
- keep a certain distance from the player.
- keep out of the line of fire of the player.
- run in a spiral towards the player.
- swoop in towards the player and then back off.

etc.

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OnlineCop
Member #7,919
October 2006
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- Some that hide behind shields or terrain
- Enemies who have "weak spots" like soft underbellies, but hard outer shells
- Monsters with many heads (think of a starfish where you have to shoot all five of its arms before it dies)
- Defense monsters: they are large and shielded, where others can hide under, and are nearly impossible to kill with normal weapons (special 'powerup weapons' needed)
- Mosquito-like (fast, small, and occasionally take a nip at you)

X-G
Member #856
December 2000
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Quote:

Giant enemy crabs who have "weak spots" like soft underbellies, but hard outer shells

Fixed.

- Swoopers, that try to swarm around you and are fast, but turn slowly so they end up making irregular circles around you before stabilizing into some kind of pseudo-orbit, all the while firing inwards.
- Snipers, that teleport around the map slowly (keeping long distance) and "take aim" at you (perhaps marked with some crosshair or a laser sight).

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Rampage
Member #3,035
December 2002
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- Aggregate enemy: it looks like one big blob, but everytime you hit it it becomes two weaker blobs.
- Evolving enemy: it starts out small, but everytime you hit it it becomes bigger and stronger.

-R

X-G
Member #856
December 2000
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- Modular enemy. Latches together to form bigger monsters until they reach critical mass and get better weaponry and things. Needs to be hit twice; once to dislodge a smaller enemy, and then once more to destroy the small enemy. Sounds kinda like a boss, actually.

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Kikaru
Member #7,616
August 2006
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Well, specifically, it's a mech game, so that removes some of the choices.
I have narrowed it down to this so far:

- enemies that rush straight at you.
- enemies that swarm around and dive at you.
- enemies that keep a distance, avoid line of fire, and shoot at you.
- centipede-ish chain enemies.

Any other suggestions?

Onewing
Member #6,152
August 2005
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Quote:

Any other suggestions?

-Enemies that run at the speed of Teen Angst.

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X-G
Member #856
December 2000
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- Enemies that move around and try to be where you're going to be, in order to slam into you.

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Since 2008-Jun-18, democracy in Sweden is dead. | 悪霊退散!悪霊退散!怨霊、物の怪、困った時は ドーマン!セーマン!ドーマン!セーマン! 直ぐに呼びましょう陰陽師レッツゴー!

23yrold3yrold
Member #1,134
March 2001
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Enemies that are attracted to you when you take a certain action. A simple example would be the Boos in SMW that come at you when you turn your back, and hide their faces when you look at them. Another example would be the blind moles in my game that run at you if you make a sound, stop and look confused if they hear you from another direction all of a sudden, and dig back underground if they can't hear you at all. Another simple example of that might be an enemy that's invincible, but homes in on you when you fire your gun, as if attracted to the energy. Like the pulse bombs in Metroid: Prime. Or the lasers that zap you in Abe's Oddesy if you pray. Basically a way to outlaw a certain action in a given area if it helps develop a fair challenge for a player. Even simpler; high gravity sections that disallow jumping, or wandering energy fields that don't hurt or impair movement, but make weapons unoperable while you stand in them.

Wow, that got long-winded.

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Kikaru
Member #7,616
August 2006
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I like some of your ideas, but most are inapplicable. The game has no jumping, and takes place in rather fixed arenas. Thanks for the suggestions, though. :)

LennyLen
Member #5,313
December 2004
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Quote:

The game has no jumping, and takes place in rather fixed arenas. Thanks for the suggestions, though.

Perhaps you should have stated that in the original post. Even more helpful would be an explanation of what you mean by "rather fixed arenas."

Krzysztof Kluczek
Member #4,191
January 2004
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Quote:

Perhaps you should have stated that in the original post.

Mentioning Crimsonland and Robotron makes it quite clear that his game is top-down (which usually implies) and action happens in quite small arena. :)

gnolam
Member #2,030
March 2002
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If you've ever played Crimsonland or Robotron.

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X-G
Member #856
December 2000
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Or if you wield the power of Wikipedia.

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LennyLen
Member #5,313
December 2004
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Miran said:

If you've ever played Crimsonland or Robotron.

Exactly.

And based on their wikipedia articles, one is a scrolling game (Crimsonland), and one isn't (Robotron)

edit: Obviously X-G can read things in Wikipedia normal mortals cannot, since the Crimsonland article says nothing about a confined arena.

X-G
Member #856
December 2000
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But Robotron does. :P

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LennyLen
Member #5,313
December 2004
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Quote:

But Robotron does

Which only confuses the matter more, as now he's creating a game that is like those two games, only those two games are different. :(

Kikaru
Member #7,616
August 2006
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Sorry. I played a lot of Crimsonland, and it did scroll, but not very far. The arena was only slightly larger than the screen. (maybe about 100 or so pixels in any direction)

Anyway, mine has no scrolling. Sorry for being unclear. :(

LennyLen
Member #5,313
December 2004
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Quote:

Sorry for being unclear.

No need for the apologies. ;) I was just trying to point out that the more information you give, the more likely you are to get appropriate responses.

Kikaru
Member #7,616
August 2006
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Well, I narrowed it down a little more:
- Runners, that runs straight toward you.
- Swooper, that dives at you.
- Sniper, that keeps a distance and shoots at you.
- Some kind of Juggernaut.

Any other suggestions? I am looking for a special motion for the Juggernaut, mainly.

LennyLen
Member #5,313
December 2004
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Quote:

Any other suggestions? I am looking for a special motion for the Juggernaut, mainly.

Perhaps it could start off slowly, then gain speed momentum and eventually bounce off walls. The faster it's going, the more damage it does.

Kikaru
Member #7,616
August 2006
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Cool. I like that. So the list now goes:
- Runner: runs toward the player
- Swooper: dives at the player.
- Sniper: keeps a distance and fires at the player.
- Juggernaut: rushes the player and gains momentum, bouncing off the walls.

Thanks for the help!

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