Wednesday, February 26, 2014

2/26/14 Update

Rahee Mehra and I have created monster statistics for the monsters for three of the Islands.

MONSTER DOCHealthAttack DamageWeaknessAttack Pattern
Tutorial Island:
Blob (Use stock)
Bat (Use Stock
Spider21FireWalking Towards Hero then backing off if it hits the Hero
Lungfish31WaterSlow walk towards Hero. Continuous walk not like the blob.
Boss: Bone Shark10.5 (Ranged)N/AThrowing 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)31Fire, LightningWalking towards Hero, jabbing spear.
Guard (Ranged)21Fire, LightningShoots arrow every 5 seconds. waits 2 seconds to reload.
Guard (Magic)1.51Fire, LightningShoots Fireball every 5 seconds. waits 2 seconds to recharge.
ISLAND 3
Desert Island:
Condor1.50.5Lightning, ArrowInfinity sign
Cactor2.5 (Can get hit by multiple pins like a shogun)FireHops in a random direction then shoots in 8 directions every 5 seconds
Angsty Camel4Watergun (Ranged) .5 Kick 1IceWalks toward Hero. Stops then spits every 4 seconds. Kicks in close range.
Dust Devil0.51.5 (Slow short-range tornadoes)MagicMove in random direction; stop; shoot 2 in opposite directions repeat. Slow to move.
Boss: Sandpit Ant151WaterSpawn 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.

No comments:

Post a Comment