Archive for August, 2019

Ancient Enemy Dev Diary #8: Adding Enemies

Friday, August 23rd, 2019

We often talk about tasks we are working on such as ‘adding enemies to the game’ but thought it might be interesting to break that down and tell you a bit more about what steps are involved.

Part of the process for adding enemies to Ancient Enemy involves aligning everything first in photoshop so that the stances make sense, then adding in attack lines. 

 Then I export all the frames and load them into the game and have to do these things: 

– Add to correct levels 

– Set correct music 

– Set player melee position

– Give correct weapons/magic and test

– Set enemy melee and magic impact positions 

– Give enemies bombs or potions if applicable

– Set enemy throw coords if applicable

– Set enemy magic start position if using a fireball/dark orb

– Test player using throwing knives/bombs/magic arrows, etc., and adjust impact X coord accordingly. 

– Add enemy VO  

Here’s an example of enemy setup code:

Later, during the balancing phase I’ll set their health, resistances, intelligence and attack/defense values.  

Basically, it’s a lot of work!  

But the end results in-game are worth it:

Don’t forget that you can find out more about the game and wishlist it here:

Ancient Enemy – Writer Interviews with Jim Rossignol

Friday, August 16th, 2019

We’ve got a couple of short videos to share about writing and worldbuilding for Ancient Enemy.

These short videos feature the words of Jim Rossignol, talking about nature, rewilding after an apocalypse and solo trekking in Snowdonia as some of the key ingredients that fed into the story of a lone mage setting out to meet his nemesis, alone.

Don’t forget that you can find out more about the game and wishlist it here:

Ancient Enemy Dev Diary #7: Battles

Friday, August 9th, 2019

Ancient Enemy is really coming together – we’ve added most of the text (story, lore for collectible cards, etc) and we are gradually slotting the enemy graphics into the game.

We’ve pinned down the level content and enemies. This means making decisions about when to introduce game items (like power ups and potions), attaching items of loot to various classes of enemy, and allocating enemies to levels.

As a result we can now show off a fair amount of gameplay! Check out these short battle videos:

Don’t forget that you can find out more about the game and wishlist it here: