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Previously in "Game Aesthetic", I reveal the final style that will be handled in the game
-You can find: F.A.Q. / R+D / Workflow.
This note focuses on showing the first prototypes of this trancition:
from the style used on the "Visual concept" to the Ingame style.
This table will contain all the enemies that can be found in the game. I will be completing it, as time passes. However:
While I plan to design 42 basic enemies in total (not counting Bosses), It's quite possibly that i will have to trim the scope of the task to overcome at least the prototype phase, finishing only the first 18, maybe 20, and left the rest for the future.
Riding the wave of transparency, behold the mighty chart:
Anyway, i want to emphasize that despite enemies are being separated in categories, such separation wont be real ingame. Yeah, they will be shown in progression. However:
Each category responds more to the frequency of occurrence, determinated by the visited area.
It should be understood more as a guide, than a division rule:
In previous notes said the game while "beat em up side scrolling" would not be linear progression but dynamic, where each stage represents a sector on the map. For example, we could say that in an industry sector, may appear more workers automatons and scavengers than civil automatons.
For animations look correct, as the gif was so big, i have to chip it.
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