With the addition of the Wulfrum enemies and their general behaviors into the game (Except for the wulfrum slime atm), there is more changes to be made before the first collection of enemies is considered "complete"
This issue may receive occasional updates, noting further complexities to be considered for updating the wulfrum enemies.
Minor modifications to values such as health, damage, etc, are not considerations for the "completion" criteria for enemies. Criteria for "completion" of an enemy near exclusively applies to behavior and mechanics.
Pre-requirements:
[ ] #47
General Notes
Modification of wulfrum health and damage values should be made with consideration of the player's progression in armor, weapons, health, etc. Regardless, I do think that the wulfrum damage values (for contact damage) and knockback should be modified by the actual speed the enemy is traveling. This can be done directly by some calculation involving the base attack, knockback, and the speed, or it can be done through the hurtbox being changed or modified to higher damage and knockback once certain speeds are met.
This is mostly a suggestion, and speculative. Further discussion is recommended.
Specific Notes
Wulfrum Gyrator
As of currently, there is nothing to say here.
Wulfrum Rover
[ ] Tilts on slopes similar to current slimes
[ ] Gains speed when moving down a slope
Wulfrum Drone
[x] Can attack from either side of the player
Currently, aside from it's jittery movement, it behaves identically to the Hovercraft. The Drone, could move around much more sporadically, and follow the player much more loosely however.
As well, it to a degree, seems to the same issues shown by the Hovercraft as written below.
Wulfrum Hovercraft
[x] Can attack from either side of the player
[x] Broader viable area for attacks to be executed
[ ] Pauses briefly before attacking
The Hovercraft as of writing, only attacks from the left side of the player, and the positioning the hovercraft tries to the reach seems far too specific.
The Hovercraft should be able to attack from either side of the player, and should be able to attack when it is within a defined maximum and minimum distance from the player.
It might be worth hanging its behavior so that it does not attack the moment it reaches a viable position, and hovers around for a bit before attacking.
Wulfrum Slime
[x] Becomes transparent while idle
[x] Does not leave idle state till player is really close
Essentially, the wulfrum slime enters a 'stealth mode' till a target is close enough for it to ambush the target.
With the addition of the Wulfrum enemies and their general behaviors into the game (Except for the wulfrum slime atm), there is more changes to be made before the first collection of enemies is considered "complete" This issue may receive occasional updates, noting further complexities to be considered for updating the wulfrum enemies.
Pre-requirements:
General Notes
Modification of wulfrum health and damage values should be made with consideration of the player's progression in armor, weapons, health, etc. Regardless, I do think that the wulfrum damage values (for contact damage) and knockback should be modified by the actual speed the enemy is traveling. This can be done directly by some calculation involving the base attack, knockback, and the speed, or it can be done through the hurtbox being changed or modified to higher damage and knockback once certain speeds are met.
Specific Notes
Wulfrum Gyrator
Wulfrum Rover
Wulfrum Drone
Wulfrum Hovercraft
Wulfrum Slime