Presentation
In the game Banishers: Ghosts of New Eden, I worked on most of the base enemies as well as their so-called “Elite” variants (enhanced versions).
Enemies are divided into two main categories: specters and bodies. Specters can take control of bodies within the arena or directly manifest by possessing them. Once the body is destroyed, the specter is expelled, and must then be confronted in its spectral form.
Enemies are divided into two main categories: specters and bodies. Specters can take control of bodies within the arena or directly manifest by possessing them. Once the body is destroyed, the specter is expelled, and must then be confronted in its spectral form.
Each body has two variations:
• A basic version, possessed by a Wanderer Specter
• An alternative version, possessed by another type of specter
• An alternative version, possessed by another type of specter
The Hunter
The Hunter is a ranged support enemy.
There are thus two types of Hunters:
• The Hunter possessed by a Wanderer
• The Hunter possessed by a Tormented
• The Hunter possessed by a Tormented
The Wanderer-possessed Hunter has an ability that allows it to create a long-range slowing area, but only if at least one other enemy is present during the encounter. This area slows the player’s movement.
The Tormented-possessed Hunter inherits the teleportation ability from the Tormented. It is more mobile, when the player approaches, it casts the slowing area at its feet, then teleport them self away.
The Hunter casts its slowing area while the player is being attacked by a Farmer.
The Tormented Hunter escapes after casting its slowing area beneath itself.
Behaviors
I implemented several specific behaviors for the enemies.
For example, the Vandal enters a rage state when it has lost 50% of its health. To compensate for its vulnerability to ranged attacks, I adjust this logic: now, it enters rage after losing 25% of its health due to a rifle attack.
When the Hunter uses its slowing area, or when the Farmer deploys her damage area (which has a slow deployment time), other enemies coordinate their actions in response.
Those capable of dashing toward the player or using an area attack take this opportunity to launch their assault simultaneously, within the limit of how many enemies can attack simultaneously. This creates a more strategic dynamic and increases the pressure on the player during critical phases.
The Hunter casts its slowing area, immediately followed by the Farmer deploying her damage area.
The Elites
I also designed “enhanced” versions of the enemies by modifying specific abilities from their original forms. For example:
The Tormented Hunter teleports, then shoots, and repeats this sequence three times in a row. When it is destroyed and only the Tormented Specter remains, it casts three explosive spheres instead of just one, and leaves one behind upon teleporting.
The Vandal Farmer inherits the area of effect from the Vandal. She can perform a back dash and then deploy three Vandal areas to protect herself from the player. In most cases, she follows up with her Farmer area or a forward dash.
Then, both the Vandal and the Vandal Farmer deploy four area of effect from the Vandal around themselves when they enter a rage state.