The Shotgun guyLike weapons, I want enemies to be varied and different from each other, no stronger versions of other enemies. DOOM does that pretty well, both the original and the new one, with each enemy having different movement and attack patterns. Thanks to that, with just a few enemies, the original DOOM never felt repetitive thanks to enemy placement. The levels keep throwing the same enemies at you, but in different combinations and situations that make you think* and create strategies* to deal with them.
*Nothing too fancy, shooting usually works well
Mark Brown can explain it better than I:
And if you want more, I suggest this GDC talk from Matthias Worch, Dead Space 2 level designer:
So, today I wanna focus on this little guy:
This is one of the first and most common enemies you will find in the game, every 90s shooter had a "Shotgun guy" and so I wanted FISH to have one too. At first I just thought of a more generic enemy, but for some reason I draw a short fat fish with chubby cheeks. I also added an antennae at the top of his head for some reason, I thought it looked good... probably because of Majin Buu or this Gintama alien guy:
What's up with anime and fat character with antennae?
Making it an anglerfish and having that thing glow was a given. When drawing the sprites, I thought he wasn't looking very "piratey" so I gave him a peg leg. I thought the more "friendly" design was a nice twist for an enemy with a shotgun. In DOOM and Duke Nukem 3D, they are threatening, with red eyes and dark clothes. And you should be afraid of them because shotguns can give you some pretty big damage.
The small enemies in FPS are usually the weekest and not very threatening, like the grunts in Halo, runing from the player with squeaky voices. This is for all the grunts that Master Chief has killed, this little guy has a lot of fire power.
So much fire power that he can't handle the recoil.
He's also not very smart:
But look pretty cool in darker areas and bring up some interesting gameplay possibilities:
And Pescador doesn't care about any of that. Oh well.
Until next time!