Avery-Devlog - Milestone #1


For our first milestone, I focused on finishing the concepts and designs for most of the enemies and weapons that would be featured throughout our game. We have four enemies found in level 1, each with a corresponding "corrupted weapon", along with the default gun and build gun the player always  has access to. We decided early on that we wanted to make our enemies, and therefore corrupted weapons, very mushroom-y, and that every enemy would have some degree of red on them to signify that they are an enemy, they are corrupted, and they are all related. Another design feature we included, though not as significantly, was the presence of thorns and/or vines sticking out of/wrapping around the enemies, which is like the corruption itself. Each enemy and weapon also has different mechanics:

1. Small, fast enemies that spawn in groups of 3 and run down the train, ignoring everything else. They drop shotguns.

2. Medium, average enemies, which are the most common and versatile in their targeting. They drop rifles.

3. Large, slow enemies, which have a chance to explode, dealing high damage all around them. They drop grenade launchers.

4. The boss of the level, the biggest and slowest enemy so far, with several attacks and more complex AI.

I thought it was important to have these all established quickly, so the other programmers could work on implementing their behavior, and so Eden wasn't waiting too long for more things to model and animate.

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