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Donkey Kong Country Project K
#42
Remember when designing baddies that their must be conveyance with what they do and how you defeat them. Look at most of the baddies in DKC or Mario games. Their design says a lot.

Horns, spikes, or teeth usually clue the player that he/she cannot attack from that direction. The Klaptrap cannot be attacked from the front due to his chomping mouth, but is vulnerable from above and behind. A Spiny porcupine on the other-hand is covered in spikes on top but is vulnerable from the front. And the Zinger has spikes on it's back and a stinger facing forward meaning it can't be attacked from anywhere.

That chameleon has a horn in front of it, this may confuse the player and make them think they can't role into it. You have to make the design clear and convey an action. Not to mention in a faster paced platformer an enemy can't have too many abilities either. Only one main attribute and attack pattern.

Also I think it's brilliant how GameWatching added the blocking ability for the Kritters. Their muscular outstretched arms would imply that they could defend themselves, while their long flat heads look inviting to be jumped on.



Messages In This Thread
Donkey Kong Country Project K - by GameWatching - 04-02-2012, 08:42 AM
RE: Donkey Kong Country Project K - by Koopaul - 09-04-2013, 12:51 AM
RE: Donkey Kong Country Project K - by Koopaul - 09-05-2013, 02:17 AM
RE: Donkey Kong Country Project K - by Kriven - 09-05-2013, 10:29 PM
RE: Donkey Kong Country Project K - by Koopaul - 09-06-2013, 01:09 AM

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