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Game Dev - Apr 2025 #01 - Skyrim Intensifies

The latest game dev update introduces something a bit more meaningful than some new sprites - we've got a brand new enemy this time. The Draugr!

New Enemy: Draugr

The Draugr enemy moves back & forth before attacking with their sword. The attack results in a new hitbox that can suddenly surprise players. One of the engine's current problems is the lack of friction - and while this one enemy doesn't change too much, it can still be trip you up.

This creature's HP is set to 5, so it can't be killed in a single whip strike. That means players will need to be mindful of their distance, lest they get hit immediately after their first strike. Though it is worth noting that Elayne's reach is still superior than the Draugr's reach.

I can also adjust the Draugr's forward & backwards distance individually, so some Draugrs can have longer strides (and thus slower attacks), while others can be much quicker. Some may step back 2 tiles but move forward by 4 tiles, allowing them to be more aggressive.

Due to their patrolling nature (moving back and forth within specific areas), they might slow players down, encouraging them to plan their jumps & attacks, even if only for a moment. This is contrasted by the previous enemies, who seldom disrupt the player's forward movement.

They could use a bit more refining, but they're probably good enough for now.

New Sub Item: Shield ???

I advertised this on social media at the start of the month. Although I'm still not sure about its inclusion or balance, I've added a new sub-weapon: The Shield.

The Shield is only useful at blocking projectiles (or specific enemies). Many players struggle with Medusa Heads in CV games, and this can alleviate the struggles of those encounters.

However, its worth noting that the shield will constantly drain WP (Weapon Points), so you still must be mindful of when using it. The shield can help you out, but I don't want it to invalidate an entire challenge. It is intentionally designed to be inefficient so that it's not overpowered, but I need to make sure it feels good to use too.

I feel like the engine could benefit from a few more sub-weapons, especially ones rooted in the idea of defense & support. Not only can this alleviate some pressure for less-experienced players, it can also take better advantage of the fact that we have TWO weapon slots. I don't want to go too crazy, but carrying two weapons really changes the game balance.

With previous demos, you don't have to think about your chosen weapons once you have the axe & firebomb (two of the best weapons in CV) because you have full battlefield coverage. If the player has access to more varied tools, that could encourage players to make a decision based on their specific needs, with both pros & cons.

Don't forget to eat & sleep.

Comments

The new enemy looks great.

Shawn Heatherly

That’s some precise jumping.

Emanuele Barone


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