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Dev Task: Enemy ideas #166

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NancokPS2 opened this issue Dec 5, 2023 · 0 comments
Open

Dev Task: Enemy ideas #166

NancokPS2 opened this issue Dec 5, 2023 · 0 comments
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art art/asset related tickets enhancement New feature or request game logic game logic related tickets

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@NancokPS2
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NancokPS2 commented Dec 5, 2023

Some ideas for which could be added later (this is mostly a notepad to be honest):

  • Headcrab-like (suggested by hobbyistguy): an enemy that attaches to the player and must be removed, either with a dedicated mechanic (like mashing a button) or by targeting the enemy on top of you.
  • Hunter: when it spots a player, it lunges towards them to deal damage, it takes triple damage while in the air, making it relatively easy to one shot during the lunge but requiring good timing to do so. Once it lands, it quickly scuttles away and tries again.
  • Elemental slime: moves slowly, dealing contact damage. Every slime has a status effect they can apply tied to their color. Slimes build-up this status effect players they damage, which then takes effect once it reaches a threshold. Slimes can also appear in areas with stationary slime masses that apply the same status.
  • Charging heavy: slowly moves towards a player, then it stops and prepares a charge which briefly stuns hit players. Takes less damage during the charge, but if it misses, it stuns itself for a short time.
  • Bouncer: returns all ranged attacks to players, but still takes damage reduced damage from them. A player that stays on the move and keeps a significant distance can still avoid the returning attacks.
  • Consuming slime: spawns near other slimes, when threatened, it will periodically and slowly move up to other slimes, absorbing them. This kills the absorbed slime, but adds it's strength and remaining health to the consuming one. Highly dangerous if allowed to get out of hand.
  • Shadow: invisible until it attacks, while aggroed it will periodically make quiet noises to alert attentive players of it's presence. It will move near a player (still invisible) and reveals itself just a moment before it performs a powerful strike, then it disappears again and repeats the behavior. Meant to keep players wary in a spooky zone.
  • Caster: prepares a large and powerful AoE attack for a couple of seconds, if it takes enough damage the attack is interrupted. Players will have to choose between committing to the interruption or running away.
  • Trail maker: an enemy that does not attack, but constantly moves around the area leaving a harmful trail of some substance that dissipates over time. It eventually stops to rest, during which time the trails have enough time to dissipate entirely.
  • Wild vigilante: never attacks on its own, but if it sees a player attacking anything (even another player), it immediately aggroes on them. Their sight radius is fairly small so players are expected to attack from an angle that draws in the least amount of these enemies.
  • Blind marksman: While a player is moving or attacking, it slowly locks their aim onto them. if the player stops moving and attacking for a brief moment, the lock on dissipates. These enemies essentially control the flow of combat while alive.
  • Fragile carapace: An enemy with low health, but that negates the first instance of damage received. Usually trivial to kill in 2 hits, but can be massed to spice up how enemies deal with swarms.
  • Martyr: Follows a single enemy, all damage directed to said followed enemy is re-directed to them. AoE attacks hit them twice if it targets both of them.
  • Squire and sharpshooter combo: 2 small enemies that work as one. The sharpshooter uses powerful ranged attacks while the squire is quite tanky and blocks you from moving towards it's teammate. If the sharpshooter enemy is killed first, the squire will switch to pushing and stunning players with moderate damage. Otherwise the sharpshooter looses damage and starts to slowly move away from players as it attacks.
  • Point defense: Targets airborne projectiles and reduces their damage after a short delay. This reduces DPS of players attacking from far away, but does nothing if the players are close enough. It can only target one projectile at a time so it can be distracted with weaker projectiles (assuming there's not many of these enemies nearby).
  • Burrowed mines: initially, the enemy starts burrowed and is nearly invisible, but when a player closes in, it starts unburrowing and charges at the player after a short delay, dealing a lot of damage. Players can burst it down as it starts unburrowing, but attacking a burrowed mine will deal less damage and force it to unburrow. So performing an AoE attack on burrowed mines is not very effective and could be detrimental.
  • Massive swinger: large enemy with a heavy shield that greatly reduces all damage. It's attack has a long wind-up during which it is more vulnerable. Attacking during the wind-up also increases the delay of the wound-up attack. This delay is limited and the enemy will flash red when the capacity to delay it wears off.
  • Persistent ghost: will continue to revive once defeated under certain conditions, but their damage is reduced proportional to their missing health. It will link itself to nearby enemies, and it will keep reviving as long as these linked enemies are alive. It dies instantly once the linked enemies are dead.
  • Roller: has momentum physics. It accelerates towards players as it attempts to ram them, dealing more damage with higher speed. Players have to constantly side-step this enemy to avoid it, and players that keep their distance face a potentially higher damage hit if they do not dodge properly. If it collides into an object at high enough speed, it is slowed down for a short instant (to avoid it from just bouncing off into an unavoidable attack), bounces off players.
  • Reckless shooter: after a delay, it starts performing constant ranged attacks towards the player. It deals high damage, but it can also damage other enemies which can be used as meat-shields. This enemy should not be put in open areas where it is impossible to hide from their attacks.
  • Detonator: stationary enemy that visibly marks a spot, then causes an AoE attack in the mark after a delay. (The idea is that the enemy either launches an attack from underground or lobs something at the mark.
  • Quaker: performs a slow jump to a player's position and starts shaking the ground, slowing and damaging any players near it.
  • Teleporter: teleports to a random spot near a player, then launches a ranged attack after a brief delay. If it looses a certain amount of health, the attack is interrupted and it disappears, it then reappears shortly after to try again.
  • Ravager: runs towards players, dealing constant contact damage. Mobility is key against them.
  • Spitter: performs up to 4 ranged attacks that can be dodged, after which it takes a moment to rest. Taking 2 hits from it's attack slows players, getting hit by the 4 attacks stuns.
  • Trapper: throws bear traps in the air which then land in random marked spots. It then closes in to attempt an attack on the player.
  • Duelist: attempts to circle players within a medium distance. Then periodically perform an attack that hits everything in a line. It stops moving during it's attacks.
  • Orbital: Circles around the player and tanks hits, it doesn't deal damage to the player but it can block attacks meant to key enemies.
@jonathaneeckhout jonathaneeckhout added enhancement New feature or request game logic game logic related tickets art art/asset related tickets labels Dec 28, 2023
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