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attack.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Carlos Redolar TFG - Enemy design and game balance</title>
<meta content="width=device-width, initial-scale=1.0" name="viewport" />
<meta
content="Game balance, Enemy design, TFG, Game design, Roguelite"
name="keywords"
/>
<meta content="Carlos Redolar TFG" name="description" />
<meta content="Carlos Redolar Torres" name="author" />
<!-- Favicon -->
<link href="img/favicon.ico" rel="icon" />
<!-- Google Web Fonts -->
<link rel="preconnect" href="https://fonts.gstatic.com" />
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href="https://fonts.googleapis.com/css2?family=Poppins:wght@100;200;300;400;500;600;700;800;900&display=swap"
rel="stylesheet"
/>
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src="https://kit.fontawesome.com/48f76e4ac0.js"
crossorigin="anonymous"
></script>
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href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.10.0/css/all.min.css"
rel="stylesheet"
/>
<!-- Libraries Stylesheet -->
<link href="lib/owlcarousel/assets/owl.carousel.min.css" rel="stylesheet" />
<!-- Customized Bootstrap Stylesheet -->
<link href="css/style.css" rel="stylesheet" />
</head>
<body>
<!-- Topbar Start -->
<div class="container-fluid bg-dark">
<div class="row py-2 px-lg-5">
<div class="col-lg-6 text-center text-lg-left mb-2 mb-lg-0">
<div class="d-inline-flex align-items-center text-white">
<small
><i class="fa fa-envelope mr-2"></i
>carlos.redolar.torres@gmail.com</small
>
</div>
</div>
<div class="col-lg-6 text-center text-lg-right">
<div class="d-inline-flex align-items-center">
<a
class="text-white px-2"
href="mailto:carlos.redolar.torres@gmail.com?Subject=Hey!"
>
<i class="fa fa-envelope"></i>
</a>
<a
class="text-white px-2"
href="https://www.linkedin.com/in/carlos-redolar/"
>
<i class="fab fa-linkedin-in"></i>
</a>
<a class="text-white px-2" href="https://github.com/carlosredolar">
<i class="fab fa-github"></i>
</a>
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</div>
</div>
</div>
<!-- Topbar End -->
<!-- Navbar Start -->
<div class="container-fluid p-0">
<nav
class="navbar navbar-expand-lg bg-light navbar-light py-3 py-lg-0 px-lg-5"
>
<button
type="button"
class="navbar-toggler"
data-toggle="collapse"
data-target="#navbarCollapse"
>
<span class="navbar-toggler-icon"></span>
</button>
<div
class="collapse navbar-collapse justify-content-between px-lg-5"
id="navbarCollapse"
>
<div class="navbar-nav m-auto py-0">
<a href="home.html" class="nav-item nav-link">Home</a>
<div class="nav-item dropdown">
<a
href="single.html"
class="nav-link dropdown-toggle active"
data-toggle="dropdown"
>Abilities&Behaviours</a
>
<div class="dropdown-menu rounded-0 m-0">
<a href="attack.html" class="dropdown-item">Attack type</a>
<a href="movement.html" class="dropdown-item">Movement type</a>
<a href="abilities.html" class="dropdown-item"
>Extra abilities</a
>
<a href="behaviour.html" class="dropdown-item">AI behaviour</a>
</div>
</div>
<a href="enemy.html" class="nav-item nav-link">Enemy design</a>
<a href="balance.html" class="nav-item nav-link">Game Balance</a>
<a href="contact.html" class="nav-item nav-link">Contact</a>
</div>
</div>
</nav>
</div>
<!-- Navbar End -->
<!-- Header Start -->
<div class="jumbotron jumbotron-fluid mb-5">
<div class="container text-center py-5">
<h1 class="text-primary display-3">Attack type</h1>
<div class="d-inline-flex align-items-center text-white">
<p class="m-0"><a class="text-white" href="home.html">Home</a></p>
<i class="fa fa-circle px-3"></i>
<p class="m-0">Abilities&Behaviours</p>
<i class="fa fa-circle px-3"></i>
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<a class="text-white" href="attack.html">Attack type</a>
</p>
</div>
</div>
</div>
<!-- Header End -->
<!-- Abilities&Behaviors Start -->
<div class="container-fluid pt-5">
<div class="container">
<div class="text-center pb-2">
<h1 class="mb-4">Melee Attacks</h1>
</div>
<div class="container-fluid pt-2">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Basic attacks
</h5>
</div>
<p class="mb-4">
Melee attacks are attacks that must be executed at close range, they
are the most basic mechanics of an enemy. In this type of attack we
can change their range, speed, cadence and make combinations to
create combos and, in this way, differentiate the attacks and the
player's strategy to evade them.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_white_skull.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_gordo_maza.gif"
alt=""
/>
</div>
</div>
<div class="row pb-3">
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_gordete.gif"
alt=""
/>
</div>
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_stone_soldier.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Charged attacks
</h5>
</div>
<p class="mb-4">
Charge attacks are a type of melee attack in which the enemy
requires a certain amount of preparation time to make the attack,
usually the enemy stands still for a few seconds and then makes an
attack on the player. Generally all attacks have deployment times,
which serve to warn the player of the attacker's intentions.
However, there are some enemies that focus on this principle in
order to warn the player well in advance, as their attack is
certainly more powerful.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_snake.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_calaveras.gif"
alt=""
/>
</div>
</div>
<p class="mb-4">
This type of enemy focused on quick and forceful attacks often
correlates the charge time with the range and damage of the attacks.
To help the player detect when such movements are about to occur,
the games momentarily change the enemy's expressions, for example by
changing colour or gesturing in anticipation. In addition, graphical
symbols such as exclamations or alerts can be added to denote danger
to the player.
</p>
<div class="row pb-3">
<img
class="img-fluid w-100"
src="gifs/dead_cells_zombie.gif"
alt=""
/>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Devastating attacks
</h5>
</div>
<p class="mb-4">
Between basic melee attacks and charge attacks, we find blunt
attacks. This type of attack, like the charge attack, entails the
enemy taking longer to deploy by executing animations or remaining
static and vulnerable. They can vary from the basic attack in many
ways, the most conventional being by converting the attack into an
area attack to melee or simply maximising the damage of the normal
attack.
</p>
<div class="row pb-3">
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_slime_gauntlet.gif"
alt=""
/>
</div>
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_venomous_tangle.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h1 class="mb-4">Ranged Attacks</h1>
</div>
</div>
<div class="container-fluid pt-2">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Projectiles
</h5>
</div>
<p class="mb-4">
Ranged attacks are long-range attacks, the other basic mechanic of
an enemy in a roguelite. In this type of attack, a projectile is
launched in a straight line to cause damage to the player.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_plants.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/dead_cells_archer.gif"
alt=""
/>
</div>
</div>
<div class="row pb-5">
<img
class="img-fluid w-100"
src="gifs/hades_witch_projectile.gif"
alt=""
/>
</div>
<p class="mb-6">
In this type of attack we can alter its range, speed, cadence or add
more projectiles in order to alter the dodge difficulty.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_hole_plants.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_fruit_turret.gif"
alt=""
/>
</div>
</div>
<div class="row pb-3">
<img
class="img-fluid w-100"
src="gifs/hades_witch_upgrade.gif"
alt=""
/>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Bouncing projectiles
</h5>
</div>
<p class="mb-4">
Some enemies have projectiles with additional characteristics, such
as the ability to bounce off obstacles or return to the carrier.
</p>
<div class="row pb-3">
<img
class="img-fluid w-100"
src="gifs/moonlighter_blade_tree.gif"
alt=""
/>
</div>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_scythe.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/dead_cells_cleaver.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Sustained beam
</h5>
</div>
<p class="mb-4">
Another variant of the ranged attack is the sustained beam, which
instead of functioning as a projectile affects an entire stage line
at the same time, creating a division of the map for the duration of
this beam.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_laser_bat.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_golem_turret.gif"
alt=""
/>
</div>
</div>
<div class="row pb-3">
<img class="img-fluid w-100" src="gifs/hades_crystal.gif" alt="" />
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Trajectory prediction systems
</h5>
</div>
<p class="mb-4">
Warning or trajectory prediction systems exist to facilitate dodging
certain fast or very long-range abilities. There may be trajectory
indicators that will describe the shape of an enemy's next imminent
attack. These warnings are used in attacks by some enemies that
deploy a large number of projectiles, with very fast attacks or
abilities with such a large area of effect that they would be
impossible to dodge if not forewarned by such indicators.
</p>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_wind_elemental.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/dead_cells_blowgunner.gif"
alt=""
/>
</div>
</div>
<div class="row pb-3">
<div class="col-lg-4 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/archero_laser_bat.gif"
alt=""
/>
</div>
<div class="col-lg-8 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_lava_circles.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h1 class="mb-4">Area Of Effect Attacks</h1>
</div>
</div>
<div class="container-fluid pt-2">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Damage attacks
</h5>
</div>
<p class="mb-4">
Area attacks can be found in both melee and ranged attacks, they are
just variants of these attacks that have effect and damage in larger
areas. Within the area attacks we can find the typical explosive
attacks or melee attacks in cone effect.
</p>
<div class="row pb-3">
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_bombardero.gif"
alt=""
/>
</div>
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/dead_cells_bombardero.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Debuff attacks
</h5>
</div>
<p class="mb-4">
Although we can also find abilities such as debuff puddles, poisons
and other non-mechanical variants based on direct damage. Enemies
with these types of attacks or abilities are necessary to reduce the
player's abilities during combat.
</p>
<div class="row pb-3">
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_landscaper.gif"
alt=""
/>
</div>
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/moonlighter_lava_catapult.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h1 class="mb-4">Support Abilities</h1>
</div>
</div>
<div class="container-fluid pt-2">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Protection
</h5>
</div>
<p class="mb-4">
Enemies with support functions do not usually have offensive
abilities, so their main mechanic has a defensive function. The main
role of these enemies is to support the performance of other enemies
and increase the difficulty. Defensive abilities include the ability
to generate shields, heal allies or improve some stats.
</p>
<div class="row pb-3">
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/hades_inmune_crystal.gif"
alt=""
/>
</div>
<div class="col-lg-6 col-md-6 text-center mb-5">
<img
class="img-fluid w-100"
src="gifs/dead_cells_protector.gif"
alt=""
/>
</div>
</div>
</div>
<div class="container-fluid pt-5">
<div class="text-center pb-2">
<h5 class="text-primary text-uppercase font-weight-bold">
Summoners
</h5>
</div>
<p class="mb-4">
Within the support role we could add summoning enemies. They are
usually secondary enemies, without great attack and defence stats,
but whose function is to generate long-term challenges, as they
summon other known enemies over time. Summoner enemies are recurring
in a Roguelite in order to generate a large number of enemies during
combat. In addition to offering the dilemma of long-term strategy,
they offer the ability to contextualise the reuse of enemies in a
level.
</p>
<div class="row pb-5">
<img
class="img-fluid w-100"
src="gifs/hades_skullomat.gif"
alt=""
/>
</div>
</div>
</div>
</div>
<!-- Abilities&Behaviors End -->
<!-- Footer Start -->
<div class="container-fluid bg-dark text-white mt-3 py-3 px-sm-1 px-md-3">
<div class="row pt-2">
<div class="container text-center py-5">
<h3 class="text-primary mb-4">Contact</h3>
<p>
<i class="fa fa-envelope mr-2"></i>carlos.redolar.torres@gmail.com
</p>
<a
class="btn btn-outline-light btn-social mr-2"
href="mailto:carlos.redolar.torres@gmail.com?Subject=Hey!"
><i class="fa fa-envelope"></i
></a>
<a
class="btn btn-outline-light btn-social mr-2"
href="https://www.linkedin.com/in/carlos-redolar/"
><i class="fab fa-linkedin-in"></i
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