For the second week, I started working on the base meshes of the enemies and traps. I also had to do some concept art, since we hadn’t completely decided what they should look like. I also put quite a lot of time into creating working prefabs for each mesh.
Here’s some concepts I did, which we decided to use:
Above is the flying enemy to the left and the shooting enemy to the right. The flying enemy won’t have a flower to fly with, though. As idle, he will just fly around randomly with his mouth closed but when he senses a nearby soul from the player, he will open his mouth and start to chase the projectile. The shooting enemy will shoot from the top of his head and his middle body will rotate towards the player.
Above is some traps which we will use in the game; to the left is our ”spiketrap”, which we wanted to be more than just spikes. So, we created it as a dead enemy and will also use regular spikes which can be use in roofs, walls and next to the dead enemy. We will also have a ”bladetrap”, as we call it, which will be sawblades moving and rotating on a built trap of wood and spinning wheels. The last trap is ”push-and-pulltraps”, which will work kind of like a magnetic force. There will be two different ones, one that has a plus on the front (like in the picture above) and one with a minus. The plus will push away the projectile and the minus will pull it in. They will also have different colors, to more easily separate them.
Here’s the base meshes of the objects, some as final meshes since I had time to start working with that before I started writing this;
(Kind of) final meshes for the enemies.
Base meshes for some traps.
Also worked with some meshes such as checkpoints and interactable objects. The checkpoint will be just a base with transparent light on the standing plane.