Weekly Focus and Goals
The primary focus this week was to expand the game's enemy variety to enrich the player's combat experience. By introducing different enemy types with unique attack patterns, I aimed to create a more dynamic and engaging battlefield that requires players to adapt their strategies.
Work Completed
New Enemy Introduction: Designed and implemented a new Female Ninja Enemy archetype. She is a ranged-specialist capable of throwing "Ninja Stars" (shuriken) at the player.
Precision Projectile System:
Developed the Dart.cs script to handle linear, non-gravity flight.
Integrated the CreepHealthAndAnimation system directly onto the projectile prefab.
High-Difficulty Intercepts: Configured the Ninja Star with a pixel-perfect collider. Unlike standard "generous" hitboxes, this requires the player to time their swing perfectly to destroy the dart before it impacts.
Combat Logic Refinement: Updated the PlayerAttackController with GetComponentInParent to ensure robust hit detection across different enemy types.
Design Decisions and Rationale
Emphasis on Enemy Variety: I chose to prioritize a new female enemy character over simpler environmental hazards.
Rationale: Introducing diverse enemy behaviors (ranged vs. melee) prevents combat from becoming repetitive and encourages players to stay mobile.
Unified Health System for Projectiles: I applied the existing creep health logic to the Ninja Stars.
Rationale: By treating the projectile as a "1-HP enemy," I created a consistent mechanical language where anything with the "creep" tag can be interacted with and defeated by the player's attack.
Research and Precedents
I studied 2D action games that feature varied enemy rosters. This research informed the "fast-paced, fragile" design of the new female ninja and her projectiles, ensuring she feels dangerous but fair.
Reflection and Next Steps
What Worked: The addition of the female ninja successfully changed the flow of combat, forcing players to manage distance. The precision-based destruction of the darts feels very rewarding.
Challenges: Balancing the projectile's speed so it is reactable without being too easy.
Next Steps:
Level Design Integration: I plan to integrate the female ninja into upcoming level layouts, using her ranged attacks to create "bullet hell" segments or to defend melee units.
Audiovisual Polishing: I will further refine the Ninja Star's feedback system, specifically by adding a unique "shatter" animation and metallic impact sound effects when it is destroyed by the player.