Devlog 30 - Locking the First Enemy Lineup
Summary
I narrowed the first public enemy set down to a small roster: three core enemy designs plus a couple of variants. The big goal now is making them readable immediately, even when the arena is busy.
What changed?
- Pushed Ferraille into a much shorter, broader, heavier body shape so he stops reading like another tall Nutcracker.
- Tested several enemy scales directly in the arena: small, medium, large, and mixed groups. I am leaning toward the medium-to-small range for most of the cast.
- Started defining how each enemy should move, idle, attack, get hit, and die instead of treating animation as a generic shared set.
- Chompers already has a first run, idle, attack, hit, and death pass, with some of the frames moving into color.
- Continued exploring future enemy ideas, including a ballet/martial-arts Nutcracker whose spinning attack could reference the ballet without turning into a literal ballet costume gag.
This is mostly art and animation work, but it is making the combat roles much easier to imagine.
Next steps
- Finish the first enemy animation sets.
- Keep testing scale and silhouette in the real arena rather than on isolated model sheets.