You should already know that we have 2 different kind of enemies: the Puppet Enemies (aka OnRail) and the Bitter Enemies (aka Aggro).
When I first designed the Aggro Enemies, I was thinking about ‘hard toys’ a kid can play with, like spinning top or huge marbles. We worked with this idea, but one day I changed my mind. I was thinking in making tribute to another videogames (like as seen before in the Coin Values), when Pac-Man ghosts came to my head.
Elendow liked the idea, so I designed 7 different aggresive enemies. These were intended to be the basic enemy, and later on create harder ones, but we liked these ghosts so much that we let them to be the centre of attention.
You may don’t believe this, but our Aggro Enemies codenames are the same as Pac-Man series ghosts:
Do you see that every one has a different face? That is because every Bitter Enemy in game will have a random expression. Some are really funny. Do you want to see all of them? You will have to play Guru’s Adventures!
This is the entire models collection for the 1-1 Stage.
Some of them are planar textures (not a 3D model): flowers, mushrooms, bushes, and juncus.
This is a nice idea that fits in this cartoon world, besides the fact that you don’t need to use so much geometry
From the beginning we have designed the game to be played with keyboard+mouse or gamepad. Due to the availability and support, we started working with a Xbox360 controller.
Although it is a Tower Defense game, its gameplay is like any Dual Shooter game, so the actions should have been integrated in an easy way in a gamepad.
The keymap that Guru’s Adventures uses is the following:
We decided that every enemy should be simple: no shadows, no gradients. Plain colors with a dark colored edge.
But each enemy should have variants, like an evolution. In game, the variants will result into more strength or speed.
The artist did a first design attempt with handwritten edges, but the design was remade using a steady line.
Here’s the rest of our family of monsters.
Each one of them will have a special ability: harder, faster, sneak factor…
Do you like them? Who is your favorite one?
To design the drop system, we decided to wink to other videogame series. In this case, we are using the same colors and values that exists in The Legend of Zelda with the rupees.
Although there are some differences between them, the most common values used in tLoZ games are these:
In this game we decided to use a button as currency.
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