Ogre - AlexisBliesener/Bewitched GitHub Wiki
Ogre
Overview
- Name: Ogre
- Type: Mid range
- Stage Range: 1, 2
- Threat Level: High
- Biome: Prision, Canverns
- Role: Heavy bruiser
- Concept Image: Ogre
- Mood Board: Mood Board
Behavior & AI
Core Behavior
- Aggression Type: Territorial and relentless
- This big oaf doesn't move around too much, as it takes a lot of energy, but he will come after you if you step close enough. If possible, a lower detection range on this guy could be good, owing to the more 'stand your ground' type of attitude, but maybe his chase pattern is that he won't stop chasing, as he sees his next meal.
- Big slow walk, but still covering a lot of ground since he is so big
- Drags the club around gives an emphasis of weight
- No jump to big and heavy
- Attack Pattern: Winds up attacks with slow tells, uses large swings and ranged throws to keep players at bay.
- This attack should have a 1-2 second windup, as well as a 4 second cooldown after attacking, but do huge damage.
- Can not change direction once locked in.
- In close range will choose primary club attack
- If the player is attacking nearby, it will wind up and then stomp
Movement
- Ground, heavy and slow, winds up into everything, screen shake on steps and attacks
- Speed: Slow
- Pathfinding: Simple direct pathing, will push lighter enemies aside
- Can not jump, as he is too heavy. He must find his way around objects.
Combat Stats
| Attribute | Value | Notes |
|---|---|---|
| Health | 88 | Tanky enemy meant to absorb hits |
| Damage | 20 | Devastating if not dodged |
| Attack Cooldown | 4 | Long windup with big payoff |
| Range | Close-mid with club. Large sweeping arcs | |
| Magnetism | Low. does not need to move far to land hits | |
| Speed | 2 | Very slow movement |
Abilities & Attacks
Primary: Club
- Type: Mid range swing
- Description: Swings a massive club in a wide arc. Causes knock back.
- Long wind-up before hitbox is enabled, around 1-2 seconds. Allow the player to see it and react to it, but not enough to always dodge it.
- Skip when the player is controlling it, keep the startup less than half a second
- side to side swing
- too slow to easily interrupt telegraphs from enemies on reaction
Secondary: Stomp
- Type: Short range stun
- Description: Quickly stomps the ground. All targets within a short radius are paralyzed, leaving them open to a powerful hit.
- Fast enough to interrupt the windup of enemy attacks
- Very low or no damage, primarily a CC ability
- Enemies are stunned for 30-60 frames, player for half of that
- less range then club, but still respectable
Death Behavior
- Death Effect: Falls to the ground with a shockwave that knocks back nearby players and enemies.
- Drops to knees and drops club alongside it, before falling face first into the ground. The animation in total should take around 2-3 seconds, longer than the club swing, and deals about the same amount of damage as a club swing, if not a little less.
- Upgrade Drop Chance: