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FEATURES

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ENEMIES

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Overview

Types

Melee
Ranged
Boss

Type

Enemies priorise being in the line of sight of the PC, and attack in front of them.

Skirmisher: Favorises Hit & Run tactics.
After attacking, go further away until their next attack
Feral: Favorises Agressive tactics.
After attacking, stay nearby, lower attack CDs
Ranged
Tries to keep distance with the PC and shoots projectiles.

Behavior

Backstabber
Tries to attack the PC from behind.
This behavior will help us showcase the back parry.
image.png
nerd

Stats

Move Speed
Attack Cooldown
Damage
Type (Ranged / Melee)
Behavior

minecraft-sword

Combat

Attacks

Enemies have 3 Light Attacks and 1 Heavy Attack.
Heavy Attacks and Projectiles are . (can only be Dodged)
Ranged Attacks inflict
on the Player Character and Enemies hit.
Enemies:
inflict
on every attack
heal X
do X% more damage
attack X% faster / Attack Cooldown is X% shorter

Defense

Enemies have a X% chance on hit to start Blocking.
When Blocking:
Negate
Damage
Take reduced
Damage (X%)
Counter-Attack if hit X times
An Enemy stops Blocking if:
They’re hit by a attack
X seconds have passed without being hit
They Counter-Attack

Counter-Attack

A Counter-Attack is a special attack dealing X
Damage and X
Damage, and is a attack.

Special Cases

During the Grim-Charged animation, the enemy is invincible.

cute-monster

Boss

This is highly susceptible to being cut.

Concepts

Three choices:
Stronger Enemies
Arena Boss
Special Enemy

Stronger Enemies

In this scenario, the Boss Arena is filled with stronger version of the enemies.
Bigger model, different animations, and special .

Arena Boss

This boss is the size of the Arena, standing just outside of it. Level Elements might be used to deal damage to it.
Only modeled from the waist up.

Special Enemy

Highest time budget of all the concepts.
Giant Golem, unleashing area of effect attacks.

ACTUAL CHOICE:

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