Event Enemies - AlexisBliesener/Bewitched GitHub Wiki

Status:

  • Concept
  • In development
  • Playable
  • Finalized

Description

What is the mechanic or system?
An Event is a climactic fight with a new enemy at the end of a level.


Design Intent

What purpose does it serve?

  • Provide an exciting conclusion to every level
  • Introduce a new enemy in a memorable and intimidating way
  • Test player mastery over a specific skill, enemy, or set of enemies

Encounter Format

Encounter enemies are generally larger and more durable variants of the base enemy. They cannot be possessed by the player during the main course of the fight

Fighting the Event Enemy

  • One event enemy stands alone in a large room
    • If possible, place obstacles that make that enemy specifically harder to fight
  • Give the player time to observe the event enemy before damage is able to be exchanged.
  • Choose one enemy and sparingly but consistently spawn that enemy into the room, so that the player can possess them to fight the event enemy
    • This enemy should be one the player is familiar with, and one that is weak against the event enemy.
    • The mechanism for spawning in the enemy can vary from fight to fight. Goblins could be summoned by the Ogre, fed to the Serpent, or sacrificed by Dryads
    • The player should be in possession of an enemy for most of the fight, but not have constant access to them.
    • Let the player panic as their timer gets lower.

Ending the Fight

  • Once the player has dealt enough damage to the event enemy (1.5x-3x the base health, subject to tuning), the event enemy becomes dazed dizzy, and vulnerable to possession
  • Event enemy stays in this state for ~5 seconds. If the player does not possess within this time, the event enemy regains 1/3 of it's previous health and begins attacking again
  • Make it VERY CLEAR to the player that the event enemy is possessable during this window. Add particles, change colors, add a UI button prompt, do not let the player miss that this is an option.

"Epilogue" Phase

  • After the player successfully possesses the event enemy, spawn a lot of small enemies that die in one hit, where the player mows through them all
    • This moment is meant to be a power trip. Cheat the design of these enemies accordingly.
    • Give the player much more time in the event enemy than they need.
    • Make the enemies in the room die in one hit
  • Once the player completes this room/enough time runs, let them advance to the next level.
    • This will be through an epilogue room which can be reached through destroying a section of wall with the event enemy
      • A cutscene may play to let the player see the enemy break down the wall, and allow the enemy to die without damaging the player, as you can't take the enemy through this final room.

System Interaction

What other mechanics or systems does this connect to?

Utilizes more durable versions of the AI Enemies. See Enemies


Success Criteria

How do we know itโ€™s working?
List what a "good" implementation looks like:

  • Feels challenging, climactic, but not too overwhelming
  • Path to success is clear for the player
  • Player feels a power high after completing