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Post news Report RSS Log#3: Demons!

Demons? In *my* Demon Tower? Well, thanks to some recent changes it's more likely than you think!

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Now I know what you're thinking. Demons? In my Demon Tower? Well, thanks to some recent changes it's more likely than you think!

My focus since the last update has been getting enemies into the game and polishing their behavior a bit. While this included a lot of work behind the scenes that won't be reflected in the actual game (cleaning up and refactoring code and such) I have done two things I'd like to show off today!

First off, I've changed the appearance of the default enemy. Default enemies have a very simple behavior: They walk back and forth, chase you when they spot you but stop at edges. They act a bit braindead, so I felt that having them be ninjas would seem weird and inconsistent. Instead, I decided it would make more sense to turn them into zombies, because y'know...braindead. And yes, I still felt clever for coming up with that idea.

This also works better simply because now Demon Tower has an actual demon in it. Well, a zombie. Zombies are demons, shut up.

The second enemy type was also designed with that in mind. I call this guy the Brute and I think it should be rather easy to see why.

He's buff, beefy and bad at diplomacy if it's not done the medieval way. He's also red and angry. This is reflected in his behavior: He stands around silently hipthrusting until he spots you. Then all bets are off as he rushes towards you with his horns squarely pointed at your head.

So what can you do against such an onslaught of demonic beef? How could you even begin to counter such a ferocious attack, especially in a game that doesn't even really give you any method of attacking enemies? Well, you could try jumping.

Yep, that should do it. Once knocked down the Brute becomes harmless until it wakes up again. You can tell how long it'll take for him to regain consciousness—well, what passes for consciousness anyway—by looking at the stars swirling above his head. If there's only a single star remaining it's time to get out of dodge if you don't want to end up as a kebab.

To get rid of him more permanently you can also just lure him into traps, of course. Unlike the lethargic Zombie, the Brute will actually drop down ledges in order to follow you, which is both a blessing and a curse.

And that's it for this update! I've got more enemy types planned but I will most likely focus on some other gameplay aspects for now. I think I'd like to release a (pre-)alpha build to gather feedback so maybe I'll start work on that. Thank you for checking in, feel free to follow me on Twitter @ohsat_games and I'll see you next time!

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