GDD - Enemies
Section | Description |
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Overview | This Game Design Document (GDD) aims to provide a comprehensive blueprint of the enemies in game that are key to bringing the game to life and providing a challenge out in the wild to the player as she traverses the levels. All enemies that are a threat will be land based and mainly animals/creatures, but there are also human based enemies. |
Status | Draft |
Version | 1.0 |
Creatures
These are animal-based enemies that are scattered throughout the levels and world.
Ant
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
BeeSwarm
Section | Description |
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Name | Bee Swarm |
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Description | A buzzing swarm of bees that hovers in place or moves slowly, launching individual bees at the player. |
Type | Ranged |
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Gameplay Role | A ranged enemy designed to pressure the player from a distance, forcing them to dodge incoming bee attacks or making them a priority. This enemy adds difficulty to combat by constantly harassing the player, especially when paired with other melee enemies. |
Areas Present | Forests, Moorlands, TBA |
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Attack Description | Shoots bees at the player. |
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Movement | The swarm moves slowly across the screen, hovering slightly above the ground. It periodically shifts locations to reposition itself, but remains stationary when attacking. |
Behavior | The Swarm of Bees maintains distance from the player, continuously launching bees at a set interval. It may relocate if the player gets too close or far away. |
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Control/Inputs | Players must dodge the incoming bees. Attacking from a distance with ranged weapons is an effective strategy. |
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Art & Animation | Describes the enemy's visuals and animations: |
Idle | The swarm hovers in place, patrolling back and forth. If we can make them hover near shrubs, it would make a lot of sense because honeybees collect nectar. |
Attack Animation | The swarm briefly gathers energy, then shoots a bee toward the player. |
Damage Feedback | When hit, bees scatter briefly before reforming into original formation. |
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Telegraph & VFX Requirements | How the enemy telegraphs its attacks and the corresponding visual effects: |
Attack Telegraph | Before launching a bee, the queen bee moves its head back, indicating it is about to attack. |
VFX Requirements | TBA. |
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Technical Specs | The technical foundations of the enemy, including stats and balancing: |
Health | 20 HP (subject to playtesting). |
Damage | 10 HP (subject to playtesting). |
Speed | Slow hovering movement. Bees shoot quickly toward the player. |
Range | 150pixels (subject to playtesting). |
Attack Interval | The swarm launches a bee every 2 seconds (subject to playtesting). |
Knockback | Moderate, subject to playtesting. |
Player Knockback | Moderate. |
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Audio Specs | Description of the enemy's sound effects: |
Idle | A low buzzing sound that intensifies when the swarm prepares to attack during telegraphj. |
Attack | A sharp buzzing sound and a swoosh as each bee is launched, followed by a faint whirring sound as the bee homes in on the player. |
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VFX | Description of visual effects during the enemy’s actions: |
Idle | Small bees flying around within the swarm, creating a faint glow or dust particles around the swarm. |
Attack | A streaking effect as the bee flies toward the player. When a bee hits the player, there’s a small burst of energy or sparks to signify impact. |
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Special Case | Tentative but 3 bees get launched in rapid succession at player after the bee swarm HP is gone |
Fail Cases | TBA |
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Combat Strategy | The enemy's general strategy in combat: |
Preferred Engagement Tactics | Attacks from a range and tries to stay out of reach of the player’s melee attacks. |
Optimal Player Strategies | Closing in and attacking with a spear or AoE abilities is most effective. |
Environmental Interactions | If pseudo-3D level design is implemented, the swarm should be able to climb walls seamlessly. |
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Synergies | Pairs well with melee enemies, forcing the player to dodge bee attacks while dealing with close-range threats. Also effective in tight spaces where dodging bees becomes more difficult. |
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Enemy Progression | Variations or stronger versions of the enemy encountered later in the game: |
Variation 1 | TBA |
Why will it be fun?
Bees being long ranged attackers makes them perfect for challenging players dealing with multiple melee enemies. Players will have to prioritize
Boar
A boar will not be a threat until you are too close to it.
Movement Pattern
A boar will be in a patrol state until it sees the player. Even after seeing the player, the boar might back off a little until the player gets too close.
Why will it be fun?
A boar is an aggressive enemy for players and will charge beyond the player and smack into hard obstacles.
Ibex
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Rabbit
Section | Description |
---|---|
Name | Rabbit |
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Description | A quick and aggressive enemy that charges towards the player, attempting to lunge and cause damage. |
Type | Melee |
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Gameplay Role | The rabbit serves as a close-range threat, constantly lunging at the player and repositioning itself to attack again. It adds pressure in combat and is especially challenging in groups. |
Areas Present | Forests Moorlands, TBA |
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Attack Description | Lunges at the player from a short distance, waits for a second, and starts building up next attack. |
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Movement | The rabbit moves quickly across the screen, targeting the player and charging in the direction of the player. |
Behavior | The rabbit aggressively targets the player, aiming to get in close for its lunge attack. If attacked, it gets stunned or knocked back, forcing it to recover before attacking again. |
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Control/Inputs | Players must dodge the lunging attack or interrupt the rabbit mid-charge with a well-timed attack. Getting too close or ignoring the rabbit leaves the player vulnerable to repeated lunges. |
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Art & Animation | Describes the enemy's visuals and animations: |
Idle | The rabbit hops slightly in place in linear paths unless player is detected |
Attack Animation | The rabbit crouches momentarily before lunging at the player. |
Damage Feedback | When hit, the rabbit gets knocked back, momentarily dazed. |
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Telegraph & VFX Requirements | How the enemy telegraphs its attacks and the corresponding visual effects: |
Attack Telegraph | Before lunging, the rabbit briefly crouches and shifts its weight backward, preparing to spring forward. |
VFX Requirements | Small dust clouds for when the the rabbit lunges. |
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Technical Specs | The technical foundations of the enemy, including stats and balancing: |
Health | 10 (subject to playtesting). |
Damage | 5 (subject to playtesting). |
Speed | Fast movement. |
Range | Short range lunging attack. |
Attack Interval | Attacks every 3 seconds (subject to playtesting). |
Knockback | High. |
Player Knockback | None. |
---------------------------- | ------------- |
Audio Specs | Description of the enemy's sound effects: |
Idle | The sound of light footsteps or soft, rhythmic breathing. |
Attack | A quick rustling sound as the rabbit charges, followed by a light thud when it hits the player. |
---------------------------- | ------------- |
VFX | Description of visual effects during the enemy’s actions: |
Idle | Slight dust particles around the rabbit’s feet as it hops in place. |
Attack | A brief trail effect to signify the lunge’s speed. |
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Special Case | None |
Fail Cases | None |
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Combat Strategy | The enemy's general strategy in combat: |
Preferred Engagement Tactics | Charges at the player from close range, attempting to lunge and then retreat to avoid being struck. |
Optimal Player Strategies | Best handled with a spear. Time the attacks to interrupt its charge or attack after it has lunged. |
Environmental Interactions | N/A |
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Synergies | Pairs well with ranged enemies that can distract the player, allowing the rabbit to get in close for quick attacks. Also effective in environments with limited movement space. |
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Enemy Progression | Rattle Snake in Canyons with Higher Poison Effectiveness (T) |
Variation 1 | TBA |
Why will it be fun?
A rabbit is a cannon fodder enemy that will work pretty well in a crowd where it will be JUST ENOUGH to cause issues for the player.
Snake
A snake should feel threatening - its hisses should be heard as soon as you enter the vicinity and they should be able to sense you nearby regardless of sight since snakes have thermal vision or biochemical vision in nature.
Section | Description |
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Name | Snake |
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Description | A slithering predator that strikes at the player with quick, venomous lunges. Can blend in the environment sometimes The precise timing to ambush its target. |
Type | Melee |
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Gameplay Role | The snake strikes with quick lunges that inflict damage and TENTATIVELY status effects. |
Areas Present | Forests, Moorlands, TBA |
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Attack Description | Strikes at the player from a short distance, dealing damage and potentially applying a debuff. |
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Movement | The snake moves across the ground in rapid short bursts in a winding pattern to mess up with the rhythm of the player. When idle, it coils in place, blending into its surroundings. |
Behavior | The snake maintains a low profile and waits for the player to get close. When the player enters its range, it lunges forward quickly to strike. If the player moves away, the snake may try to reposition itself for another attack. |
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Control/Inputs | Players must watch their surroundings for the snake’s camouflaged position and dodge or parry its strike. Players should approach cautiously and be ready to react to sudden attacks. |
---------------------------- | ------------- |
Art & Animation | Describes the enemy's visuals and animations: |
Idle | The snake coils in place, swaying slightly and blending in with the environment. Occasionally flicks its tongue. |
Attack Animation | The snake briefly rears its head back before snapping forward in a quick lunge. |
Damage Feedback | When hit, the snake briefly flattens to the ground before recoiling back into its attack stance. |
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Telegraph & VFX Requirements | How the enemy telegraphs its attacks and the corresponding visual effects: |
Attack Telegraph | The snake coils tightly and raises its head before lunging forward. |
VFX Requirements | TBA. |
---------------------------- | ------------- |
Technical Specs | The technical foundations of the enemy, including stats and balancing: |
Health | Low to Medium (subject to playtesting). |
Damage | Medium (subject to playtesting). |
Speed | Slow slithering movement, but fast lunging attack. |
Range | Short range lunging attack. |
Attack Interval | The snake attacks every 2.5 seconds (subject to playtesting). |
Knockback | Low to moderate, subject to playtesting. |
Player Knockback | None. |
---------------------------- | ------------- |
Audio Specs | Description of the enemy's sound effects: |
Idle | A faint rustling or slithering sound, with occasional hissing. |
Attack | A sharp hiss followed by a swift, snapping sound as the snake lunges. Rustling of grass as the snake slides through. |
---------------------------- | ------------- |
VFX | Description of visual effects during the enemy’s actions: |
Idle | Subtle grass movement around the snake’s coiled and moving position, with a small glint in its eyes when it's about to attack. |
Attack | A quick blur effect as the snake lunges forward. A faint, dark vapor trail if poison or a debuff is inflicted (T). |
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Special Case | TBA |
Fail Cases | TBA |
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Combat Strategy | The enemy's general strategy in combat: |
Preferred Engagement Tactics | Prefers to wait in hiding and strike from a camouflaged position. If spotted, it may try to circle around the player before attacking again. |
Optimal Player Strategies | Use ranged attacks or area-clearing abilities to expose or damage the snake from a safe distance. Pay attention to its coiling telegraph and prepare to dodge or counter its lunges. |
Environmental Interactions | Can move through narrow spaces or climb over small obstacles to maintain pursuit. It can also remain hidden in tall grass or shadowed areas, adding an element of surprise. |
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Synergies | Pairs well with other stealthy or environmental enemies, creating situations where players must watch their surroundings closely. Also effective in narrow areas where dodging is more challenging. |
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Enemy Progression | Rattle Snake in Canyons with Higher Poison Effectiveness (T) |
Variations | TBA |
Why will it be fun?
A snake is an uncomfortable enemy for players. It is a cannon fodder enemy in terms of HP and defense stats but can cause some serious damage with its poisoning if combined with other enemies.
Bat
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Bird
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Deer
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Mammoth
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Rhino
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Spider
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Bear
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Bison
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Hornet
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Mosquito
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Smilodon
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Wolf
TODO
Movement Pattern
TODO
Why will it be fun?
TODO
Humans
To be discussed.