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Level Up.pdf

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They All Want You Dead 283<br />

All of these attributes, along with your level ’ s theme, will allow you to<br />

determine who your enemies are, what they will end up looking like and how<br />

well they will work together when they are placed in the game. Having to<br />

redo an enemy character again and again and again is a big morale killer<br />

for your team and a huge waste of time and money 5 .<br />

Speaking of huge, enemies come in a wide range of sizes:<br />

Short enemies are no taller than the character ’ s waist.<br />

Average enemies are roughly the same height as the player character.<br />

Large enemies are several heads 6 taller than the player.<br />

Huge enemies are at least twice the player ’ s own size.<br />

Gigantic enemies are so large that they can only be completely seen from<br />

a distance.<br />

The size of the enemy will determine how the player will fight it. For<br />

example, a short enemy can only be fought by crouching, or with a low<br />

attack like an upward sweep or radial spin attack. On the other end of the<br />

scale, a huge enemy with a vulnerable head can only be reached with a<br />

jump attack. Design your combat so the player “ fights their way up ” the<br />

enemy: an average enemy should be able to be hit by a low and medium<br />

5 And irresponsible. Please do not be an irresponsible designer.<br />

6 Artists measure characters in terms of “ heads ” — literally the height of one average human<br />

head. For example, an average six - foot human is seven heads tall, while a heroic character is<br />

eight and a half heads tall.

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