enemy ideas.

Discuss game development design and post your game ideas

Post » Sun Jun 01, 2014 11:32 pm

I'm making a game that looks very bland and ordinary to give it that creepy and alone feeling and I cant think of any enemies to go with it. Can anyone give me some ideas so maybe I can think of something?
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Post » Tue Jun 03, 2014 6:52 am

Codeman320, if you are looking at monsters..

here are some links to help
http://gameconference2011.files.wordpress.com/2010/12/designing-monsters-for-games.pdf
http://www.comicbookresources.com/?page=article&id=24496
http://www.gamasutra.com/view/feature/131735/designing_enemies_with_distinct_.php?print=1
http://www.flark.net/blog/posts/6/designing-enemies-bringing-it-home

it really depends on your specific game type, but i tend to think in terms of hybrid designs ..mixed up blends of creatures...or cyborg alien creatures which could be energy types, ai lifeforms, ghosts, mutants can work if the design is unique
hope that gets you moving
When in doubt..or you are lost in a Zombie apocalypse or someone is giving you a hard time..Remember one thing..... Read the Construct 2 Manual..it will save your life.:)
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Post » Mon Apr 18, 2016 1:06 pm

mabe shadow enemy's who jump out of there hidding places and scare you!
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Post » Mon Apr 18, 2016 2:01 pm

Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?
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Post » Tue Apr 19, 2016 11:26 am

Well considering we know nothing about the game itself, it's hard to answer coherently. A koopatroopa would look kind of out of place in silent hill...

Generally speaking then, try to use monsters as narrative devices, not only obstacles to be overcome by the player: giv'em some personality, and make the reflect bigger aspects of the plot. Some might be bond to a certain environment, like wild animals or primitive humanoids. Other may rather reflect their evil master's will: footsoldiers of a warlord, or the undead servants of a necromancer. Some might be outcast, evidently out of their normal element, like, say, aggressive aliens shipwrecked in a prehistoric jungle, or whatever. The individual story of each particular kind of enemy it's not that important, they are only stubs that should help to better picture the whole setting of the game.

It's a very fashionable, post-modern thing to make some cross-references in nowadays games (and series, movies or films). That's FF's Odin, Bahamut or Shiva. I've lost the count of how many Niflhaims or Yggdrasils are out there. From myth to cryptozoology, we humans've always been good imagining monsters. Lovecraft is also a great source of unspeakable inspiration, but pop culture is vast and full of terrors. Why not include morlocks, graboids, triffids or kaijus? They're all creatures with their own lore, which of course you may ignore completely (as Indian Shiva was no ice goddess) or adapt to your own fluff.


PS: interesting resources, @mystazsea , i'll have a good read. But see, there's Niflheim again. Godammit.
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Post » Sat Apr 30, 2016 1:03 am

mikehive wrote:Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?


Bit like Weeping Angels? Sort of https://youtu.be/cwdbLu_x0gY?t=2m16s
In development: Avalon Isle
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Post » Fri Jun 24, 2016 2:44 pm

mikehive wrote:Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?


Nice one! Even better!
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