The enemies present in the game will be split by families.
Each family of enemies should provide the player with different challenges and feel unique. Their designs must support what they do gameplay wise.
Families of Enemies
Beasts (Family of enemies)
Skellies (Family of Enemies)
Vampire (Family of Enemies)
(These are just some examples of the families of enemies present in the experience we are tying to create, the final product should have more.)
Enemy Categories
Each family of enemies will have different members that play different roles (much like the playable characters).
An enemy will always fall into one of the following categories
- Tank: Resilient, can take high amounts of damage.
- Physical damage dealer: Uses attacks to deal physical damage.
- Magical damage dealer: Uses spells to deal magic damage.
- Support: Can heal and buff other enemies or debuff and inflict status effects on player characters.
- Boss enemy: Extremely strong enemy, the player only comes in contact with it every 3 floors. Each boss should have an overpowered version of the traits specific to that family.
For example: The main trait of the vampire family of enemies is that they are able to restore hit points by draining the characters that the player picks. The boss vampire should be able to restore huge and exaggerated amount of hit points in the same way.
There can be more than one enemy per category.
(Enemies Research)