Prompt Title: Portfolio Devlog - Enraged Potato

Created 10 months ago
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Next one: "Question 1: I want to design enemy that needs to be killed in 1 shot (enraged enemy) to enable us to create more complex and engaging levels as well as excite the player with new content" As of now, we don't have too many enemy. This needs to change, because we can't design fun levels with only 2 enemytypes (slime and goblin). "Question 2: How will I solve this?" I will use the following methods: - Available Product Analysis: I will start by doing some online searching. With this I want to find a fitting model for the enraged enemy, that I can directly use. - Design (pattern) research: I don't have the knowledge on how to create an enemy for the game, since this is my first one. I will look at excisting enemies to see/ know how they work in order to create my own. - Prototype: After having a model and the knowledge of the enmysystem, I will realize the enraged enemy in Unity to create a working prototype. "Question 3: What is the result?" - Available Product Analysis: I started by searching online to find a model for this enraged enemy. I found a few models: [Add links to models]. There was one that really fitted, because it looks like a little devil, but is stylized. This is great because it fits the game's style and I can easily change colors to create a real devil. [Add link to used model] - Design (pattern) research: I looked at the goblins to see how they worked. I saw that there are a couple of nessesary scripts: [Add pictures of scripts]. I also saw that the enemies need a seperate hitbox on a specific layer: [Add picture of hitbox]. - Prototype: I made some versions of the textures in order to create multiple tiers of the enraged enemy. After that I used a color change script that I made for another project and enabled it as soon as the enemy got hit but didnt die. The end result can be seen here: [Add video as evidence] "Question 4: What is the quality of the result?" Firstly, I showed the enemy to my groupmates. Overall they liked it. However the enemies where to simular, so I made that clearer by upping the saturation. Ruud also wanted there to be a (small) timewindow to kill the enemy instead of needing to kill the enemy with 1 shot. After testing a bit with my family I agreed, since it was very confusing on how to kill the enemy. They tried multiple things. For example: different defenses, waiting out the enemy and shooting with multiple defenses at once. "Question 5: What is the next step?" Within project: I have 1 other idea for an enemy, which is a flying enemy. These enemies go straight to their endpoint, skipping the path. Which these enemies, I can create much more engaging/ complexer levels and suprise the player here and there. Long term: This was my first enemy. I now know how the system works and what is needed in order to create a enemy from start to end. I can use this knowledge to create more enemies later (if needed)
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Daniël Bouman
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Created 10 months ago

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