

She travels to a far-off island land claimed to be the seat of lost civilizations of a golden age of the world, also said to be the roost of countless rogues and drifters like her, squatting in the ruined antechamber to the past. Some of these histories speak of a cyclical disaster that has kept the people in ignorance, but others assure that this is merely a peasant-myth.įollowing recent tragic events, our Heroine's life situation is uprooted from under her, and needing something to believe in, she boldly strikes out in search of the answers to these unknowns.

No one seems to have any reliable notion of history that extends back further than a few hundred years, before they diverge in fantastic ways. The world she lives in resembles early 18th Century Europe, but her civilization is also strangely provincial. Our story follows the path of our Heroine, a young woman living a dispossessed life in another time and place. As we work our way down our early list of enemy characters and integrate them in, we will fill them in for you here!
Hazelnut bastille switch full#
If the player can easily read the room and its enemies this way, they can immediately grasp the special challenge a certain room is presenting them with.Īs of this moment, all of the enemies seen below exist as playable assets with full feature-sets and behaviors. We need enough variety in our set that we have access to a large number of unexpected synergies between them, but also few enough that the player can easily recognize each one and recall its properties. We are ascribing to the theory of generating complexity by combining simple and straightforward primitives into new experiences. Every enemy must occupy a well-defined combat niche with a clear purpose, and have behaviors and patterns that are both simple and easy to learn, and also interesting to engage with at the same time. While talk of quantities gives you an idea of scope, it is yet more important that our enemy designs are all useful and endlessly re-usable. The overworld is expected to contain approximately 10 enemies as well. We also plan to include around 5 total mini-boss characters, and of course a boss for every dungeon. The current design goal is for 20 base dungeon enemies, and 10 variants (bringing the total to 30 basic dungeon enemies).

We feel it is best in the beginning to focus on the most central feature of our gameplay experience, which happens to be the dungeon combat, and get the feel and the flow of this experience as studied and polished as possible, before it makes sense to move onto important, but less gameplay-critical assets and features, such as our extended environment tilesets.Ĭurrently, we have 12 integrated enemies. We are currently in heavy development of the core gameplay assets, primarily the basic enemy set and the quest items.
