Jump to content
  • entries
    13
  • comments
    2
  • views
    1354

Meet The Enemies

Sign in to follow this  
RoKabium Games

308 views

This is a description and list of the current enemies in "Something Ate My Alien"

We plan on adding more and this is just a start to get us going.

Strank

Game-Something-Ate-My-Alien-Enemies-Stra

One of the least aggressive enemies, it scurries around and has a weak bite. It as no ranged attack, and is easy to kill. Damage only comes from direct contact.

 

Oyse

Game-Something-Ate-My-Alien-Enemies-Oyse

A plant based enemy, which spawns on top of rocks. If it is left unattended, it will spawn more buds around itself. Can’t move, but if the rock below it is removed, it will fall to the next rock.

Damidon

Game-Something-Ate-My-Alien-Enemies-Dami

With similarities to a ‘land-based’ octopus, Damidon is extremely fast and agile. It can jump much higher than most enemies. Its attack is to cover you in acid jelly that it throws out at you.

Ribbet

Game-Something-Ate-My-Alien-Enemies-Ribb

A bat like creature that flies around the caves. Quite small, but has a nasty bite.

 

Hatter

Game-Something-Ate-My-Alien-Enemies-Hatt

Sticks to the underside of rocks and does not move. Its tentacles are poisonous, but it also drops poisonous liquid on you if you get underneath it. If the rock above it is destroyed, it will kill it.

Arrog

Game-Something-Ate-My-Alien-Enemies-Arro

A little creature with a hard shell. Extremely difficult to kill, unless you manage to get it from the underside. It fires out spikes from its shell if you get too close.

Ovaline

Game-Something-Ate-My-Alien-Enemies-Oval

A putrid plant based lifeform that sits on top of rocks. It can’t move unless the rock below it is removed, and then it falls down. If you get close to it, it will release a cloud of stench so corrosive it will eat through your suit.

Growly

Game-Something-Ate-My-Alien-Enemies-Grow

One of the smallest enemies, but flies very fast. Hard to spot in the dark caves so keep a lookout. It has a weak bite, but it can hurt over time. Easy to kill, if you can manage to hit it.

Eff

Game-Something-Ate-My-Alien-Enemies-Eff.

One of the biggest creatures around. Slow to move unless you get close to it and it breaks out into a charge. If it manages to catch you, you’ll surely have some bruises. Very hard skin, so it is difficult to kill.

Riverine

Game-Something-Ate-My-Alien-Enemies-Rive

A small worm like creature that crawls along the rock surface. Watch out for its bite as it’s venomous. Easy to kill and quite slow movement.

Draker

Game-Something-Ate-My-Alien-Enemies-Drak

Another large enemy. Runs around the caves and will catch you easily if you don’t watch out. It extends its snout if you get close to him, and you would be wise to keep away. Quite a sturdy specimen, and needs a lot of pummeling to defeat.

Creeble

Game-Something-Ate-My-Alien-Enemies-Cree

One of the few enemies that keeps to the rocks, rather than the edges. They scurry around and if they get close to you they will weave a deadly web that will stick to every part of you. Best way to deal with these guys is to destroy the rock they are on.

Terrator

Game-Something-Ate-My-Alien-Enemies-Terr

The biggest enemy you’ll have to fight. It lives deep in the rocks and you rarely see it, but he’s always there. If you stay stationary for too long, it will burrow out of the rock and eat you up in one gulp.

 

 

View the full article

 

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By triplewoofer
      Hello friends!
      I've been working on some pretty simplistic pixel art lately, so I put together a picture of the parts of a tile set I'm making. In the picture, you can see grass (one patch with a lighter shade), a stone path, and some cliffs/hills. I've uploaded it to the post.
      I'm hoping to get a little bit of feedback on it - is it too simplistic that it doesn't do a good job of portraying what it's supposed to be? Is there anything you would recommend changing to make it look a little more realistic?
      Thanks so much, have a great rest of your day!

    • By sausagejohnson
      Last week, support was added to Orx for gamepad controller mapping as well as half-axes, analog thresholds and stick/button/trigger controls remapping.
      This is made possible by utilizing the SDL Game Controller Database initiative in order to standardize controller sticks and buttons.
      What this means for games is that no matter what type of controller you plug in, JOY_LX_1 means the X axis on the Left Stick of the first controller. This is much better than the previous JOY_X_1 which meant the same thing, but no guarantee which stick on your controller this would be. This greatly removes the need for creating a re-mapper screen to your games (though still good for convenience).
      An example of use would look like the following. Firstly the config:
      [MainInput] JOY_LX_1 = LeftRight Then in code:
      if (orxInput_IsActive("LeftRight")) {     orxFLOAT x = orxInput_GetValue("LeftRight");     //do something } There are a number of joystick tutorials that cover the new features.
    • By Masterbuiler64
      Good Morning, Afternoon, or Evening,
      My name is Dalton Potter and I am a budding game developer looking to learn skills and develop a beautiful project me and my friend came up with a year ago or so and have refined ever since. The idea is a basically a mix of Final Fantasy and Zelda in terms of exploration and battle, but will throw in its own unique features to switch things up a bit. What we have in place so far is the main story and many connecting character back stories, a map of the over world (still not 100% confirmed however), how some of the main characters look (also not 100% confirmed), a few battle and puzzle mechanic ideas, general story progression, locations, a few beta music tracks, and lore. What we lack however is any solid assets or work done on it as neither of us have any expertise in game development, but have both unanimously agreed that this idea is too good to forget and pass up.
      We are currently looking for people to help us work on the project as time goes on and maybe, just maybe, it may grow into a full blown team of people working on a game and eventually sell it on Steam or other client services. Any replies to this topic will be read as soon as possible depending on my schedule. I have also attached a couple photos and sound files of some design concepts we have. I also have a Pastebin made of the entire story and main character back stories, as well as history into how the idea came to be, though I'll let the Pastebin be requested as needed in the future.
      Hopefully this project turns from being just an idea into something amazingly beautiful and playable......it just needs to be created that's all.....
      Thank you in advance,
      Dalton Potter
      P.S. The sound file, "Power and Prestige" is a song that sounds as though it could be used as a trailer theme, and "Curiosity" sounds as though it could be used on a farm at sunrise.
      Source of music was from YouTube, but the groups official site is as follows: http://floatingcloud.net/
       
      EDIT: I am adding in a link to the pastebin so those that view this can get look at the story for the game. Link: https://pastebin.com/U7dKp8PS

      Floating Cloud - Power and Prestige.mp3

      Floating Cloud - Curiosity.mp3

    • By BlackSpoon
      Hi guys, let me introduce my new project - Just Smash It! It's all about destruction! Break your way smashing objects with aimed shots!
      * Realistic physics of destruction
      * Smooth game flow
      * Pleasant graphic and sound design
      * Infinite mode after passing the basic set of levels
      * Small size, great time-killer!
      Play Market: https://play.google.com/store/apps/details?id=com.blackspoongames.smashworld
      Feedback are welcome!
    • By Seer
      I have programmed an implementation of the Separating Axis Theorem to handle collisions between 2D convex polygons. It is written in Processing and can be viewed on Github here. There are a couple of issues with it that I would like some help in resolving.
      In the construction of Polygon objects, you specify the width and height of the polygon and the initial rotation offset by which the vertices will be placed around the polygon. If the rotation offset is 0, the first vertex is placed directly to the right of the object. If higher or lower, the first vertex is placed clockwise or counter-clockwise, respectively, around the circumference of the object by the rotation amount. The rest of the vertices follow by a consistent offset of TWO_PI / number of vertices. While this places the vertices at the correct angle around the polygon, the problem is that if the rotation is anything other than 0, the width and height of the polygon are no longer the values specified. They are reduced because the vertices are placed around the polygon using the sin and cos functions, which often return values other than 1 or -1. Of course, when the half width and half height are multiplied by a sin or cos value other than 1 or -1, they are reduced. This is my issue. How can I place an arbitrary number of vertices at an arbitrary rotation around the polygon, while maintaining both the intended shape specified by the number of vertices (triangle, hexagon, octagon), and the intended width and height of the polygon as specified by the parameter values in the constructor?
      The Polygon code:
      class Polygon { PVector position; PShape shape; int w, h, halfW, halfH; color c; ArrayList<PVector> vertexOffsets; Polygon(PVector position, int numVertices, int w, int h, float rotation) { this.position = position; this.w = w; this.h = h; this.halfW = w / 2; this.halfH = h / 2; this.c = color(255); vertexOffsets = new ArrayList<PVector>(); if(numVertices < 3) numVertices = 3; shape = createShape(); shape.beginShape(); shape.fill(255); shape.stroke(255); for(int i = 0; i < numVertices; ++i) { PVector vertex = new PVector(position.x + cos(rotation) * halfW, position.y + sin(rotation) * halfH); shape.vertex(vertex.x, vertex.y); rotation += TWO_PI / numVertices; PVector vertexOffset = vertex.sub(position); vertexOffsets.add(vertexOffset); } shape.endShape(CLOSE); } void move(float x, float y) { position.set(x, y); for(int i = 0; i < shape.getVertexCount(); ++i) { PVector vertexOffset = vertexOffsets.get(i); shape.setVertex(i, position.x + vertexOffset.x, position.y + vertexOffset.y); } } void rotate(float angle) { for(int i = 0; i < shape.getVertexCount(); ++i) { PVector vertexOffset = vertexOffsets.get(i); vertexOffset.rotate(angle); shape.setVertex(i, position.x + vertexOffset.x, position.y + vertexOffset.y); } } void setColour(color c) { this.c = c; } void render() { shape.setFill(c); shape(shape); } }  
      My other issue is that when two polygons with three vertices each collide, they are not always moved out of collision smoothly by the Minimum Translation Vector returned by the SAT algorithm. The polygon moved out of collision by the MTV does not rest against the other polygon as it should, it instead jumps back a small distance. I find this very strange as I have been unable to replicate this behaviour when resolving collisions between polygons of other vertex quantities and I cannot find the flaw in the implementation, though it must be there. What could be causing this incorrect collision resolution, which from my testing appears to only occur between polygons of three vertices?
      Any help you can provide on these issues would be greatly appreciated. Thank you.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!