| MONSTER DOC | Health | Attack Damage | Weakness | Attack Pattern |
| Tutorial Island: | ||||
| Blob (Use stock) | ||||
| Bat (Use Stock | ||||
| Spider | 2 | 1 | Fire | Walking Towards Hero then backing off if it hits the Hero |
| Lungfish | 3 | 1 | Water | Slow walk towards Hero. Continuous walk not like the blob. |
| Boss: Bone Shark | 10 | .5 (Ranged) | N/A | Throwing bones for ranged attacks. Shoots 1 bone every 2.5 seconds. Shoots a burst with a slight scatter every 7.5 seconds. Makes a series of 3 bone walls with a gap every 30 seconds. Repeat pattern. Do not have the shark shoot bones during the bone wall phase. |
| ISLAND 2 | ||||
| Market Island: | ||||
| Guard (Meele) | 3 | 1 | Fire, Lightning | Walking towards Hero, jabbing spear. |
| Guard (Ranged) | 2 | 1 | Fire, Lightning | Shoots arrow every 5 seconds. waits 2 seconds to reload. |
| Guard (Magic) | 1.5 | 1 | Fire, Lightning | Shoots Fireball every 5 seconds. waits 2 seconds to recharge. |
| ISLAND 3 | ||||
| Desert Island: | ||||
| Condor | 1.5 | 0.5 | Lightning, Arrow | Infinity sign |
| Cactor | 2 | .5 (Can get hit by multiple pins like a shogun) | Fire | Hops in a random direction then shoots in 8 directions every 5 seconds |
| Angsty Camel | 4 | Watergun (Ranged) .5 Kick 1 | Ice | Walks toward Hero. Stops then spits every 4 seconds. Kicks in close range. |
| Dust Devil | 0.5 | 1.5 (Slow short-range tornadoes) | Magic | Move in random direction; stop; shoot 2 in opposite directions repeat. Slow to move. |
| Boss: Sandpit Ant | 15 | 1 | Water | Spawn Dust Devils; Quicksand Pit (Large); if hero gets too close, chomp and then gets knocked back. |
The islands did not have any monsters in the initial document so I asked our design head Sara Detrick to go ahead with this. I paired up with Rahee because he has ran Dungeons and Dragons campaigns and other roleplaying systems and he understands how to create monsters and encounters for the heroes to fight.
Working with the art department, I showed them my maps for the first 2 islands, the Tutorial and Market Island. I will get the screenshots as soon as possible.
This part I wanted to leave out as little to the imagination as possible and there would be few discrepancies so there was a uniform idea on how the game will look.
Working with the programming department, I wanted to see how programing the enemies would be done. The goal was to understand what their statistics where and how they moved. Once I seen how that worked out, I made a new section int the Monster Doc for attack patterns to have a unified idea on how they will interact in the world.
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