GDD - Enemies

Cover Image

SectionDescription
OverviewThis 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.
StatusDraft
Version1.0

Creatures

These are animal-based enemies that are scattered throughout the levels and world.


Ant

Ant

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


BeeSwarm

BeeSwarm

SectionDescription
NameBee Swarm
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DescriptionA buzzing swarm of bees that hovers in place or moves slowly, launching individual bees at the player.
TypeRanged
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Gameplay RoleA 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 PresentForests, Moorlands, TBA
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Attack DescriptionShoots bees at the player.
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MovementThe swarm moves slowly across the screen, hovering slightly above the ground. It periodically shifts locations to reposition itself, but remains stationary when attacking.
BehaviorThe 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/InputsPlayers must dodge the incoming bees. Attacking from a distance with ranged weapons is an effective strategy.
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Art & AnimationDescribes the enemy's visuals and animations:
IdleThe 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 AnimationThe swarm briefly gathers energy, then shoots a bee toward the player.
Damage FeedbackWhen hit, bees scatter briefly before reforming into original formation.
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Telegraph & VFX RequirementsHow the enemy telegraphs its attacks and the corresponding visual effects:
Attack TelegraphBefore launching a bee, the queen bee moves its head back, indicating it is about to attack.
VFX RequirementsTBA.
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Technical SpecsThe technical foundations of the enemy, including stats and balancing:
Health20 HP (subject to playtesting).
Damage10 HP (subject to playtesting).
SpeedSlow hovering movement. Bees shoot quickly toward the player.
Range150pixels (subject to playtesting).
Attack IntervalThe swarm launches a bee every 2 seconds (subject to playtesting).
KnockbackModerate, subject to playtesting.
Player KnockbackModerate.
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Audio SpecsDescription of the enemy's sound effects:
IdleA low buzzing sound that intensifies when the swarm prepares to attack during telegraphj.
AttackA 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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VFXDescription of visual effects during the enemy’s actions:
IdleSmall bees flying around within the swarm, creating a faint glow or dust particles around the swarm.
AttackA 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 CaseTentative but 3 bees get launched in rapid succession at player after the bee swarm HP is gone
Fail CasesTBA
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Combat StrategyThe enemy's general strategy in combat:
Preferred Engagement TacticsAttacks from a range and tries to stay out of reach of the player’s melee attacks.
Optimal Player StrategiesClosing in and attacking with a spear or AoE abilities is most effective.
Environmental InteractionsIf pseudo-3D level design is implemented, the swarm should be able to climb walls seamlessly.
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SynergiesPairs 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 ProgressionVariations or stronger versions of the enemy encountered later in the game:
Variation 1TBA

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

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

Ibex

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Rabbit

Rabbit

SectionDescription
NameRabbit
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DescriptionA quick and aggressive enemy that charges towards the player, attempting to lunge and cause damage.
TypeMelee
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Gameplay RoleThe 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 PresentForests Moorlands, TBA
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Attack DescriptionLunges at the player from a short distance, waits for a second, and starts building up next attack.
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MovementThe rabbit moves quickly across the screen, targeting the player and charging in the direction of the player.
BehaviorThe 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/InputsPlayers 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 & AnimationDescribes the enemy's visuals and animations:
IdleThe rabbit hops slightly in place in linear paths unless player is detected
Attack AnimationThe rabbit crouches momentarily before lunging at the player.
Damage FeedbackWhen hit, the rabbit gets knocked back, momentarily dazed.
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Telegraph & VFX RequirementsHow the enemy telegraphs its attacks and the corresponding visual effects:
Attack TelegraphBefore lunging, the rabbit briefly crouches and shifts its weight backward, preparing to spring forward.
VFX RequirementsSmall dust clouds for when the the rabbit lunges.
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Technical SpecsThe technical foundations of the enemy, including stats and balancing:
Health10 (subject to playtesting).
Damage5 (subject to playtesting).
SpeedFast movement.
RangeShort range lunging attack.
Attack IntervalAttacks every 3 seconds (subject to playtesting).
KnockbackHigh.
Player KnockbackNone.
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Audio SpecsDescription of the enemy's sound effects:
IdleThe sound of light footsteps or soft, rhythmic breathing.
AttackA quick rustling sound as the rabbit charges, followed by a light thud when it hits the player.
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VFXDescription of visual effects during the enemy’s actions:
IdleSlight dust particles around the rabbit’s feet as it hops in place.
AttackA brief trail effect to signify the lunge’s speed.
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Special CaseNone
Fail CasesNone
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Combat StrategyThe enemy's general strategy in combat:
Preferred Engagement TacticsCharges at the player from close range, attempting to lunge and then retreat to avoid being struck.
Optimal Player StrategiesBest handled with a spear. Time the attacks to interrupt its charge or attack after it has lunged.
Environmental InteractionsN/A
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SynergiesPairs 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 ProgressionRattle Snake in Canyons with Higher Poison Effectiveness (T)
Variation 1TBA

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

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.

SectionDescription
NameSnake
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DescriptionA slithering predator that strikes at the player with quick, venomous lunges. Can blend in the environment sometimes The precise timing to ambush its target.
TypeMelee
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Gameplay RoleThe snake strikes with quick lunges that inflict damage and TENTATIVELY status effects.
Areas PresentForests, Moorlands, TBA
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Attack DescriptionStrikes at the player from a short distance, dealing damage and potentially applying a debuff.
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MovementThe 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.
BehaviorThe 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/InputsPlayers 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.
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Art & AnimationDescribes the enemy's visuals and animations:
IdleThe snake coils in place, swaying slightly and blending in with the environment. Occasionally flicks its tongue.
Attack AnimationThe snake briefly rears its head back before snapping forward in a quick lunge.
Damage FeedbackWhen hit, the snake briefly flattens to the ground before recoiling back into its attack stance.
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Telegraph & VFX RequirementsHow the enemy telegraphs its attacks and the corresponding visual effects:
Attack TelegraphThe snake coils tightly and raises its head before lunging forward.
VFX RequirementsTBA.
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Technical SpecsThe technical foundations of the enemy, including stats and balancing:
HealthLow to Medium (subject to playtesting).
DamageMedium (subject to playtesting).
SpeedSlow slithering movement, but fast lunging attack.
RangeShort range lunging attack.
Attack IntervalThe snake attacks every 2.5 seconds (subject to playtesting).
KnockbackLow to moderate, subject to playtesting.
Player KnockbackNone.
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Audio SpecsDescription of the enemy's sound effects:
IdleA faint rustling or slithering sound, with occasional hissing.
AttackA sharp hiss followed by a swift, snapping sound as the snake lunges. Rustling of grass as the snake slides through.
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VFXDescription of visual effects during the enemy’s actions:
IdleSubtle grass movement around the snake’s coiled and moving position, with a small glint in its eyes when it's about to attack.
AttackA 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 CaseTBA
Fail CasesTBA
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Combat StrategyThe enemy's general strategy in combat:
Preferred Engagement TacticsPrefers 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 StrategiesUse 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 InteractionsCan 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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SynergiesPairs 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 ProgressionRattle Snake in Canyons with Higher Poison Effectiveness (T)
VariationsTBA

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

Bat

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Bird

Bird

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Deer

Deer

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Mammoth

Mammoth

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Rhino

Rhino

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Spider

Spider

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Bear

Bear

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Bison

Bison

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Hornet

Hornet

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Mosquito

Mosquito

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Smilodon

Smilodon

TODO

Movement Pattern

TODO

Why will it be fun?

TODO


Wolf

Wolf

TODO

Movement Pattern

TODO

Why will it be fun?

TODO

Humans

To be discussed.