SOULBOUND LEVEL DESIGN

OVERVIEW

In order to make the room and bag system more meaningful, we aimed to adjust the enemies' HP and damage values dynamically. 

To simulate and establish a reference for the player's weapon damage, we utilized Excel to determine the range of potential maximum and minimum HP or damage values.

ENNEMIES

The Knight

For the melee enemies, our goal was to encourage the player to move in a specific manner while still allowing them enough time to react. We've introduced various knight variants, including fast, medium-paced, and slow-moving ones.

The Mage

Similar to the knights, our aim was to motivate the player to relocate. In this case, our objective was to guide the player towards the mage, subsequently designating the mage as the primary target.

The Bull

This enemy possesses unique characteristics. It comes to a halt when it detects the player, pauses momentarily, and then charges at the player within a limited range.

SOULBOUND LEVEL DESIGN

OVERVIEW

In order to make the room and bag system more meaningful, we aimed to adjust the enemies' HP and damage values dynamically. 

To simulate and establish a reference for the player's weapon damage, we utilized Excel to determine the range of potential maximum and minimum HP or damage values.

ENNEMIES

The Knight

For the melee enemies, our goal was to encourage the player to move in a specific manner while still allowing them enough time to react. We've introduced various knight variants, including fast, medium-paced, and slow-moving ones.

The Mage

Similar to the knights, our aim was to motivate the player to relocate. In this case, our objective was to guide the player towards the mage, subsequently designating the mage as the primary target.

The Bull

This enemy possesses unique characteristics. It comes to a halt when it detects the player, pauses momentarily, and then charges at the player within a limited range.

SOULBOUND LEVEL DESIGN

OVERVIEW

In order to make the room and bag system more meaningful, we aimed to adjust the enemies' HP and damage values dynamically. 

To simulate and establish a reference for the player's weapon damage, we utilized Excel to determine the range of potential maximum and minimum HP or damage values.

ENNEMIES

The Knight

For the melee enemies, our goal was to encourage the player to move in a specific manner while still allowing them enough time to react. We've introduced various knight variants, including fast, medium-paced, and slow-moving ones.

The Mage

Similar to the knights, our aim was to motivate the player to relocate. In this case, our objective was to guide the player towards the mage, subsequently designating the mage as the primary target.

The Bull

This enemy possesses unique characteristics. It comes to a halt when it detects the player, pauses momentarily, and then charges at the player within a limited range.

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