Examples of Great Enemy Design

Aerisetta

Active member
Hi all

Im starting to expand the number of enemies in my game, and I was wondering, are there any examples of good enemy designs in terms of gameplay or just coolness factor

1. a game on openbor that has good enemy designs
2. principals of good enemy design in a Beat Em Up
 
Hello @Aerisetta, a very large number of the modules present here on Chronocrash use a combination of original sprites ripped from existing games (many of which can be downloaded for free on The Spriters Resource), re-paletted sprites, or completely original enemy designs, although it can be argued that they are based on existing shows/movies/games depending on the subject.

A few of my personal favorites on this site that sport excellent designs for both heroes and enemies are Marvel Infinity War, Knights & Dragons - The Endless Quest, Ninja Warriors Again RX, Streets of Rage Cyborg, He-Man, and TMNT Palooza. I have a great love of many of the games here and frequently play them with my younger brothers in multiplayer, so this is only scratching the surface. The short answer for the question of "What game(s) on Openbor have good enemy designs?" is really -- a large number of them.

For the game(s) that you're creating, I would play games that directly or at least fairly line up with the world that you want to create and engage the player with. For example, if you were to make a game that turned Turok Dinosaur Hunter into an Openbor title (not a bad idea actually, if someone wants to take that on), look through the spriters resource for games that use dinosaur or dinosaur-esque designs, such as Cadilliacs and Dinosaurs, Primal Rage, or Jurassic Park. Then while bringing those dinos into your game, start thinking about the types of dinos/enemies you want. Do you want a dino that attacks directly and quickly and is always in the players face? Perhaps one that attacks from the air, like a pterodactyl? Maybe a sneaky one that attacks from the background or under the players feet, like giant mole, that traps the player for a few seconds, but you allow the player to escape the trap faster by tapping certain buttons quickly? Are there any other interested parties that are also hunting/protecting the dinos and end up hunting YOU instead?! What would the bosses look like? Would those past bosses (or variations thereof) become 'normal' enemies later in the game to challenge the player? I'll stop there because I can ramble on. These are just the basics that add simple enemy variation to your game and keep the gameplay fresh and engaging for the player.

I know I can be long-winded, so here are a couple of links going to Youtube videos that can possibly provide further insight and be helpful to you. I wish you all the best.

Characteristics of Good Enemy Design -

Designing Good Enemies -
 
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