Redesigning a monster…


Player input is being useful to redesign a monster. You may or may not be familiar with this part:

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In this small section, a monster shows up. The problem is… this part sucks… plain and simple.

So I decided to change it. Basically I decided to do three things: First, I would turn that area into some sort of “environmental puzzle” so you no longer just “walk through the place until you reach the exit.”

Second, I am adding more verticality to the entire area. There’s no point on making a PLATFORMER if the character will not do acrobatics to avoid an enemy.

And third, I scrapped the current monster and began working on a new AI from scratch.

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One of the things I find interesting about this game is the use of the vertical space to “hide” from the enemy. For example, hanging from a ledge just below the monster, or above it, jumping from one place to the next while trying to avoid being seen, etc. This can make things a lot more dynamic than the old “hide behind/under something until the monster goes away” scenario.

For example, in the image above, you could end up hiding in the area below, but the monster might jump to the other side and see you from there. In another scenario, you may be hanging from the ledges on the far side when the monster appears in that small area just above you. It’s a lot of work, but it will make things more entertaining or scarier (I hope).

The next image shows the entire new area. As you see, it’s A LOT larger than before. Right now I am working on the basic “patrol” and “detect player” routines, and the plan is to have something playable for the next update, due in maybe a couple of weeks).

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This new update will also include some audio levels improvements, and a new intro so you know what the hell is going on. I will post the entire list of changes when I post the update.

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