Whats your favourite enemy?

#1
In the hopes of varying my gameplay to suit different audiences, im focusing mostly on the combat in my game and im needing some input from you guys about different types of enemies and how they affected you and what you liked / disliked about them.

It can be any game - any platform or anything. What kinda enemies keep you busy? Whats boring and whats interesting in enemies?
Stunning enemies or enemies that dont get stunned when attacked?
Do you prefer to be ambushed and challenged on the spot or do you prefer a progressive stream of enemies that you can predict?

When you let me know if you could keep SoM's swing model in mind! ‎  Biggrin I need to work around it.
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#2
Epic boss fights! lol, I love the challange of a diffucult boss as long as it dosen't 1 hit kill you. I was really dissapointed at the end of KFTAC. As for enemies in general I think most should have strengths and weaknesses. I don't think that will be a problem though. Hope my little opinions help.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#3
100% agree with scott, the bigger the better. ‎  That was also one of my disappointments with KFTAC...the last boss was well...a blob.

to me, an awesome enemy to add would be something like a dragon (som has one all fours but it doesnt really make for a dynamic enemy).

Giants, Titans, gargantuan lizard men, things that require feats of strength to defeat, something that would wow a small village when the epic hero sets off to defeat a legendary foe.

How about a hydra?
- Todd DuFore (DMPDesign)
Site Founder
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#4
I think the key is contrast. Make the player use different techniques to defeat enemies. Like Scott says, giving enemies strength/weaknesses to damage types makes the player change equpment- just make sure the player know the strength/weakness or it would just be frustrating. Having enemies attack in strategic groups, ranged + tank, multi tanks etc.
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#5
This is some great input already, i think adding bosses to SoM is a definate possibility. You could make it so that when they entered an area it was sealed off until you beat the boss, like in Devil May Cry, which could be done with sealed doors.

I think something like the tektites in ocarina would be interesting - jumping over a players head and so on. If i had a big boss enemy i'd need the attacks to swoop down to hit near the players view.

https://youtu.be/VgDeAJbpHRs

Beam me up Scotty! ‎  Biggrin
Im also thinking about taking out the damage animation for more higher level enemies - so the player would constantly look for better equipment.
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#6
KF2 had the 'mogle' that was very similar to a tectite, it jumped up on top of you as well. ‎  would be cool to remake that with som style graphics.
- Todd DuFore (DMPDesign)
Site Founder
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#7
I like bosses that change during the fight.. ‎  it starts with a water weakness fer example but about 20% intoo the fight it shifts to fire or physical.. also doing a certaan element can heal it so it makes ya really have to pay attention to what u are doing rather than just walk in blasting.. also some bosses like the ones in the soul reaver games where u use the surrounding envornments to help damage kill or remove immunitys.
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