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- Jul 22, 2021
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- RMMV
Haven't updated here in awhile, so thought I'd give a brief update on the progress so far:
Development on the next Zodiac to be featured in the FINAL DEMO, Virgo, has been put off to the side a bit as I develop the core mechanics and enemy types more. For the next Alpha Demo, more mechanics and enemy types will be explained in a turorial, but VIRGO should make the next one after that.
Instead I've created most of the enemies that would be showcased in that demo, and some for even future realms (Apollo for example) as creating the main "Soldier" template allows for easy recolors/adding new weapons, to make variants off that archetype, which will make up the bulk of the enemies you will face. I've also added Attack (pseudo) Animations, or at least a static image to represent an attack, instead of them just touching you and flashing impact lines! lol
As far as CLASS types, most of those were also fleshed out during this development, as nearly all future enemies will fall into one of these categories, and the A.I. portion is mostly set for that, minus tweaking and bug-fixing surely to follow. Here are the class types to be found in the next DEMO: (Mandragora, a basic Soldier was the only type shown in the previous demos)
[SOLDIER]
Normal type, balanced stats, most common, melee
PATTERN: When alerted chases player, when under half HP will retreat
TIP: Kite them, lure them into later hits in the combo, or Special Attacks!
Created so far: Mandragora, Sickle Hoplite of Demeter, Sword Hoplite of Apollo
[RANGER] {Sometimes Stationary "Turret" form}
Shooter type, Low HP High Damage, long range, FAST Shots, no melee attack(touch)
PATTERN: Faces player before firing, constantly retreats while alerted
TIP: Find and prioritize them! (2nd only to Casters)
Created so far: Spear Hoplite of Demeter, Mandragora Spitter (turret)
[FLYER]
Aerial type, balanced stats, cannot be hit by Melee, overlaps above hero
PATTERN: When alerted chases player, when under half HP will retreat
(attacks when directly above player)
TIP: Don't get surrounded, once directly above you, you can no longer shoot them!
Created so far: Harpies
[DEFENDER]
Tank type, HIGHEST HP LOWEST Damage, +Shielded, Slow (Shields block all shots)
-Shield has it's own HP, when depleted ranged attacks work again.
PATTERN: Constantly moves toward player and faces them as much as possible
(Block not reliant on facing direction however)
-Retreats upon shield break.
TIP: Save them for last, but be weary as they can block for those behind them!
*EASY: 1 Block Stack always
*NORMAL: 2 then 3 block stacks
*HARD: 3 then 4 block stacks
-Each "Block Stack" swallows an entire hit, regardless of damage.
Created so far: Shield Hoplite of Demeter, Shield Hoplite of Apollo
[FLANKER]
Assassin type, HIGHEST Damage, LOWEST HP, Fastest, CAN STEALTH!
PATTERN: Approaches when back turned, or while in stealth, retreats when seen/player facing
TIP: Keep moving if you suspect they're close by!
*EASY: Enemy is always partially shown/transparent
*NORMAL: Enemy is revealed every few seconds on a pulse, less frequent at higher levels
*HARD: Enemy is always in stealth until right before they attack
Created so far: Mandragora Burrower
[CASTER] and other Elite/Mini-Boss variants are the only types left for later. So as you can see I've made great strides on the enemy progress, which was important with how 1v100 this game is intended to get later on. The enemies really make the game!
Until next time, and Thanks for Following!
*See attached Diagram for all the Enemies created!

Development on the next Zodiac to be featured in the FINAL DEMO, Virgo, has been put off to the side a bit as I develop the core mechanics and enemy types more. For the next Alpha Demo, more mechanics and enemy types will be explained in a turorial, but VIRGO should make the next one after that.
Instead I've created most of the enemies that would be showcased in that demo, and some for even future realms (Apollo for example) as creating the main "Soldier" template allows for easy recolors/adding new weapons, to make variants off that archetype, which will make up the bulk of the enemies you will face. I've also added Attack (pseudo) Animations, or at least a static image to represent an attack, instead of them just touching you and flashing impact lines! lol
As far as CLASS types, most of those were also fleshed out during this development, as nearly all future enemies will fall into one of these categories, and the A.I. portion is mostly set for that, minus tweaking and bug-fixing surely to follow. Here are the class types to be found in the next DEMO: (Mandragora, a basic Soldier was the only type shown in the previous demos)
[SOLDIER]
Normal type, balanced stats, most common, melee
PATTERN: When alerted chases player, when under half HP will retreat
TIP: Kite them, lure them into later hits in the combo, or Special Attacks!
Created so far: Mandragora, Sickle Hoplite of Demeter, Sword Hoplite of Apollo
[RANGER] {Sometimes Stationary "Turret" form}
Shooter type, Low HP High Damage, long range, FAST Shots, no melee attack(touch)
PATTERN: Faces player before firing, constantly retreats while alerted
TIP: Find and prioritize them! (2nd only to Casters)
Created so far: Spear Hoplite of Demeter, Mandragora Spitter (turret)
[FLYER]
Aerial type, balanced stats, cannot be hit by Melee, overlaps above hero
PATTERN: When alerted chases player, when under half HP will retreat
(attacks when directly above player)
TIP: Don't get surrounded, once directly above you, you can no longer shoot them!
Created so far: Harpies
[DEFENDER]
Tank type, HIGHEST HP LOWEST Damage, +Shielded, Slow (Shields block all shots)
-Shield has it's own HP, when depleted ranged attacks work again.
PATTERN: Constantly moves toward player and faces them as much as possible
(Block not reliant on facing direction however)
-Retreats upon shield break.
TIP: Save them for last, but be weary as they can block for those behind them!
*EASY: 1 Block Stack always
*NORMAL: 2 then 3 block stacks
*HARD: 3 then 4 block stacks
-Each "Block Stack" swallows an entire hit, regardless of damage.
Created so far: Shield Hoplite of Demeter, Shield Hoplite of Apollo
[FLANKER]
Assassin type, HIGHEST Damage, LOWEST HP, Fastest, CAN STEALTH!
PATTERN: Approaches when back turned, or while in stealth, retreats when seen/player facing
TIP: Keep moving if you suspect they're close by!
*EASY: Enemy is always partially shown/transparent
*NORMAL: Enemy is revealed every few seconds on a pulse, less frequent at higher levels
*HARD: Enemy is always in stealth until right before they attack
Created so far: Mandragora Burrower
[CASTER] and other Elite/Mini-Boss variants are the only types left for later. So as you can see I've made great strides on the enemy progress, which was important with how 1v100 this game is intended to get later on. The enemies really make the game!
Until next time, and Thanks for Following!
*See attached Diagram for all the Enemies created!

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