64DCG - Submit Enemy Concepts

Posted by Castypher on Aug. 9, 2013, 2:46 p.m.

So as many of you are well aware, Cyrus and I have been plodding away on 64DCG, an action platformer styled after a faster-paced Castlevania, built with the users and characters of 64Digits. The thing I've been struggling with most are what to use for stage enemies in terms of 64Digits characters, and it really boiled down to taking enemies from peoples' games, like the hornet from Phobos Fatboy or the zombies from Fightboyfight or the duskflight spectres from The Twilight Realm. However, that would result in a very underwhelming roster, so Cyrus had the brilliant idea of getting 64Digits members to come up with their own.

Additionally, I've been taking a lot of gameplay ideas from him, and he's suggested an open-world environment that encourages exploration, revisiting older areas, and straying off the path for sidequests and upgrades. Included will be a day/night system that influences what enemies are active as well as the general danger level. In other words, our goal is to give the game a natural feel.

So with the above in mind, I'd like you guys to pitch some enemy ideas. There are just a few things I want you to remember though:

First, don't go overboard. Look to older platform games like Castlevania, Super Mario, Zelda 2, and Donkey Kong Country. The enemies were often simple in their approach and their attack patterns were easily recognizable. It might even be better to equate these enemies to Minecraft monsters. Simple in design, but each stands out on its own.

Second, bear in mind that if your enemy doesn't fit the style of the game, it won't be put in. Even if it does, it may be slightly modified to fit the role we need it to fulfill.

Third, you're free to reuse enemies from game ideas of yours so long as it meets the requirements listed below.

Fourth, these are separate from the character list I posted before. Those are primarily bosses and cameos. These are just stage enemies you meet when traveling.

Fifth, holding true to old-school games, you're free to also submit subspecies or palette swaps, so long as the additional submissions are unique enough (IE not just a health or damage boosted version – see Monster Hunter subspecies for ideas on alterations).

So what I want to see is this:

  • A mockup concept image of the enemy (preferably with color). Remember that this won't be final. Even if you supply us with a sprite, it will most likely be redesigned to fit in with the graphical style of the game.
  • A brief description of the enemy, including its attack style. If you want to write a bit about its biology or existence, you're free to do that as well. If it has any particular strengths or weaknesses, list them here as well.
  • A quick rating from 1 to 5 on the enemy's health and damage.
  • What kind of environment can the enemy be found in?
  • Is the enemy diurnal or nocturnal?

I'll be adding more to this list as I think of things, but all I really want is just a simple enemy design. Don't be afraid to make an enemy who just throws bones or something. Chances are the simpler the enemy design, the more it'll appear throughout the game.

Let's make this fun, guys. This isn't my game or Cyrus's game. This is our game. Your ideas and suggestions are always welcome.


panzercretin 10 years, 11 months ago

I'm assuming you've already got the Pizza Demon pitch I sent. We could do different subspecies based off different pizza toppings, with each subspecies having a different primary attack (as opposed to the default Pizza Sling which aims at the player before shot). For example, the Veggis Pizonis subspecies' Mushrooms can be thrown in 3 parabolic trajectories simultaneously, each reaching the same vertical space but reaching out different lengths horizontally. (I'd imagine it'd have a more green-cream-kale color scheme than a brown-red-orange color scheme).

Anyways, new enemy ideas:

Buzzsaw Wizards shoot buzzsaws overhead from their fingertips. It moves in a straight trajectory aimed at the player upon launch, and this trajectory corrects itself when it bounces off a wall for the first two or three times, a bit like this. The enemy itself would have average health, but be shielded by a small buzzsaw that circles around it at a medium pace, making melee-based combat tricky (I guess the shield would also block projectiles, why not.) I'm imagining druid-looking blokes floating around in grey cloaks with a slight tinge of red. Here's a super-rough sketch done on my laptop with a shot-up mousepad.

As my final idea for the day, how about some flamethrower-looking motherfuckers that shoot really sticky orange juice at you. They shoot it from a hose attached to a tank in the back, covering the walls and floor. If they hit the ceiling it drips down a bit - getting hit from a juice drip slows you down slightly, walking over sticky surfaces slows you down significantly, and getting hit by the jetstream of orange juice slows you down to about half speed (and can drown you if the jetstream sustains on-target long enough). You can shoot out the tank from behind which covers EVERYTHING nearby in orange juice but means they can no longer shoot more of it. I'd imagine they're in a really baggy beige outfit, with an orange gasmask, shoes, and orange juice apparatus. I'd draw this but I couldn't do it justice on this laptop - I might scan a hand-drawn sketch later tonight.

CyEdit: We're not doing food-based enemies, don't even try.

PanzerEdit: Kilin already okayed the Pizza Demon iirc. I understand it's a common trope that usually ends up pretty obnoxious, but I'd imagine one won't hurt, especially if it isn't so conventional.

Quietus 10 years, 11 months ago

i nominate panzercretin for 64DCG Enemy Designer. he could even sketch you stuff.

Kunedon 10 years, 11 months ago

I don't even know

panzercretin 10 years, 11 months ago

I was imagining more like a human soldier with a orange juice hose as a weapon for the second one, but that's pretty cool too.