The Killing Antidote

The Killing Antidote

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Shoah Kahn Oct 29, 2024 @ 9:08pm
Enemies
Zombies
- cannot climb
- can only lunge forward a short distance
- head shots either always kill (Normal difficulty or below) or knock-down (Hardcore or above)
- insta-killed with melee (axe or knife) while in a stagger animation

Crawlers
- cannot jump up to higher areas, only climb
- are blind -- can be snuck by (crouching)
- insta-killed with melee (axe or knife) while in a stagger animation

Squirters
- lower HP
- if projectile hits, player vision is blurred for fixed amount of time

Weepers
- explosions should kill them (<Normal) or, at a minimum, knock them down (>Hardcore)
- heavy machine gun should stagger (6 bullets or above) and shotgun should knock down (at close range)
- their attacks are not a 100% knock-downs -- RNG (<Normal), or remaining health dependent (>Hardcore)
- if screams need to do damage for game balance reasons (?), it should only inflict <10% HP and/or recoverable health
- players should be able to "hide" from the Screamer, by either walking when outside of line-of-sight and beyond a given radius, as well as by crouching and remaining still (*not sure if the latter is possible, as they always become alerted to my presence on Hardcore difficult setting); enemy should stay put if it loses sight of player character

Predators
- can climb
- less pounce distance (<5 metres)

Misc
- increased and/or RNG random spawn times (currently, one or two zombies spawning every ~30 seconds after being killed -- too frequent, and more annoying than anything)
- random spawns can include special enemies (RNG, parsed with game difficult setting)
- random spawns should not beeline for the player, irrespective of where they are, unless the player is making noise (shooting, running etc.); rather, they should wander around fixed pathing, until the player character alerts or directly encounters them

Overall, the enemy model for the game is good -- it feels dynamic after the player gets to where the spawns begin, and, I feel, better than the RE re-makes' method of enemy placement. A few tweaks, however, could really elevate the experience.
Last edited by Shoah Kahn; Oct 29, 2024 @ 9:13pm
Date Posted: Oct 29, 2024 @ 9:08pm
Posts: 0