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General 32x32 enemy guidelines
Jay Garcia edited this page Aug 4, 2019
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4 revisions
The following guidelines are for dungeon enemies that are 32x32 in size. Bosses will follow different rules.
- Receives damage from player slashing only (traps, spikes, etc. do not inflict damage).
- Unlike the hero enemies use their idle animation.
- Enemies collide with tiles that are walls, traps, ledges and do not interact w/ them.
- All enemies slashed by player will invoke it's damage animation.
- All enemies have similar AI / animation processes:
- Spawn
- Decide on path of travel
- Travel N tiles in a single direction (N, S, E, W), based on its rules
- Stop.
- If hero is in line of sight or directly in front, strike hero.
- If here is not in line of sight, or directly in front, invoke idle animation. (This could taunt hero.)
- Go to step ii.
- Travel speed of enemies will vary based on their physical dimensions.
- Strike speed of enemies will vary based on the weight of their weapon & how much damage their weapons deal to the hero
- Death animation is TBD. Will advise.
- All enemy placement is pre-determined by the map.
- Enemies can re-spawn:
- After ~180 seconds
- If the player is not in their dungeon room. (No spawn animation).
- Animation sequence 8, 9, 10, 11
(Right is the dominant pattern. Left is the mirror of right).
- Animation sequence is 12, 13, 14, 15 and repeats.
- Animation sequence is 16, 17, 18, 19 and repeats
- Animation sequence is 19, 16,17, 18
- Left is mirror of right
- Animation sequence is 27, 24, 25, 26
- Animation sequence 31, 28, 29, 30
- Beginning frame is the same as the end, creating an "elastic" effect
- Animation sequence: 35, 32, 33, 34, 35
- Beginning frame is the same as the end, creating an "elastic" effect
- Animation sequence: 39, 36, 37, 38, 39
- Beginning frame is the same as the end, creating an "elastic" effect
- Animation sequence: 43, 40, 41, 42, 43