encounters / enemies for platform game

Discuss game development design and post your game ideas

Post » Wed Mar 13, 2013 10:35 pm

I wonder how they would look and behave opponents in a platform game.
i need ideas


please...delgado2013-03-13 22:35:29
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Post » Fri Mar 15, 2013 6:52 am

a mushroom, oh and some turtles, and a plant coming from a pipe!

tbh, just look at any game, or your surroundings,

"good artists copy, great artists steal"California2013-03-15 06:52:48
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Post » Thu Apr 25, 2013 7:22 pm

This depends on the plot of your game, what you do is move it on a given platform, making some sort of movement while walking.
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Post » Sat Apr 27, 2013 11:51 am

I actually was looking into this not long ago, how to make things interesting in caves... my main reference here was Cave Story, especially the puffy enemies that can hover for a while... they are passive, and get an aggressive behaviour when on range, hover then try to smash the player when above. The bats wait then dive toward the player when in range, then go slowly back to sleeping position if they miss.

I like the idea of idle enemies that will not be aggressive if you don't disturb them, with a different behaviour depending of situation (attack, flee, taunt, jump ledge, dive from ledge...), it gives a feeling that the caves are having a life/routine of their own, that you just disturbed, and will slowly get back to peace once you leave.
...but this is mostly psychological. Check my devlog
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Post » Sat Apr 27, 2013 3:50 pm

@sved
that sounds really good..
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Post » Sun May 05, 2013 12:17 pm

Search "Metroid Fusion SA-X". It's a scary unbeatable enemy that you meet throughout the game several times that scares the out of you each time it pops up that is extremely powerful. But it must notice you first, so when SA-X appears, you have to be quiet and not get into its line of sight. I made an enemy like that in my game, it's the first enemy in the game
HARMLESS SIGNATURE THAT IS VIEWED BY OTHERS AS OFFENSIVE AND CONTROVERSIAL
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Post » Sun May 05, 2013 5:08 pm

@fassFlash
like the sound of your enemy..
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Post » Thu May 09, 2013 9:32 pm

[QUOTE=California] a mushroom, oh and some turtles, and a plant coming from a pipe!

tbh, just look at any game, or your surroundings,

"good artists copy, great artists steal"[/QUOTE]

"The worst thing an artist can do is try to copy someone else"

I would say, have a look around at the other games and draw ides/inspiration from them but don't attempt to copy or rip them off unless of course you're planning a fan project or parody.

Really though, the enemies and such would depend on your game and or story, what is going on. What are the objectives and or goals of the levels?

Until you answer things like this and how your game will play you cannot simply come up with enemies or how you will encounter them on the spot like that, well you might be able to but it would make your life easier thinking out other things and incorporating those design elements into the process of creating such enemies.
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Post » Sat May 18, 2013 12:35 am

I'm more interested in the behavioral side than the thematic side of platform enemies myself, but here is something I made back in MMF2 to give you an idea behind the thought process:

http://www.youtube.com/watch?v=k--oFwCSGH4

State 0: Patrol state (entering mode sets state timer to 0)
1 - increase the state timer by 1 each frame until it reaches 60 (1 second)
2 - every frame move X pixels in the direction faced
3 - If the state timer is >= 60 and the player is in reactive area (space in front of the plasmole) then enter attack prep state
4 - After 200 pixels have been traversed, switch directions. (monster pauses for roughly 20 frames before turning) and continue traveling

State 1: Attack Prep State (state timer set to 0 upon entering)
1 - every frame increment the state timer until it reaches 40 (2/3rds of a second)
2 - point weapon at player every frame
3 - state timer >= 40? Switch to Attack State

State 2: Attack State (state timer set to 0, gun_angle_base set to whatever the gun angle is upon entering)
1 - every frame increment the state timer until it reaches 90 (1.5 seconds)
2 - every frame set the gun position to... some magnitude * trigonometry function (sin I think) of the state timer + gun angle base.
3 - every 3 frames generate a puff of fire which will travel out of the gun at whatever angle the gun is pointing out.
4 - when 90 frames have elapsed, switch back to patrol state

Destruction State:
generate flying gun piece. Apply velocity.
spawn an explosion sprite which will just vanish when it is done animating
destroy the object

Flying gun piece:
add gravity each frame.
after some number of frames, make it spawn an explosion sprite as above and get destroyed

fire puff:
Proceed in direction of velocity
After 60 frames vanish (vanishing lasts 10 frames. Fire is not collidable while it vanishes)DimensionWarped2013-05-18 00:37:51
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Post » Thu Jun 13, 2013 5:33 am

If you inspire from one source, it's plagiarism.
If you inspire from 10 sources, it's research.
...but this is mostly psychological. Check my devlog
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