Sprint 4: Spawner Enemy - UQdeco2800/2021-studio-6 GitHub Wiki
Description
The spawner enemy previously has been a large green egg (similar to a chicken's egg), however based on the redesigning for the enemies and the small enemies specifically, the spawner had to be redesigned. Given the small enemy's redesign, which is now a slug-styled enemy, the spawner would contiinue to be eggs, however a new alien-type pile of eggs.
Inspiration
As the focus of the small enemy shifted towards the slug enemy, the spawner would better suit a slug egg styled design. These inspirations below helped influence the final design of the new spawner, which would be a pile of slimy semi-transparent eggs.
Slug eggs
Frog eggs
The Spawner
Due to the transparent nature of the inspiration eggs, this design was more complex than expected, trying to depict the rounded, organic style of the eggs and their slimy texture through a small amount of pixels. The colour palette of the eggs were influenced by the colour scheme of the small enemy (green) whilst lightening it's saturation to convey the transparent nature of the eggs. it was also decided that the spawner pile would lightly glow to help see them in the dark as well as add an extra alien-like effect to the asset. Below are the different final designs of the spawner
Full health
Injured
Once the spawner's health drops below a certain level, this new asset is displayed. It depicts te pile of eggs with the top missing, as if it has been beaten down, with the purple alien blood now covering the remaining eggs.
Spawn
Before the spawner hits the "injured" state, whenever the spawner spawns a new enemy this asset briefly appears. This acts as a visual feedback element for the user to understand that the eggs are the origin point of the new enemies as it depicts an egg flying from the pile.
Hit (full health & injured)
For both the full health and injured, whenever the spawner is hit by the player or a ranged attack, it flashes this "hit" asset, which is a red 60% opacity overlay of the original assets. These act as a visual cue for the users to understand that their action is having an effect on the spawner.
dead
When the spawner is defeated, it leaves behind this pool of slime and blood which acts as a rewarding visual feedback for the users.