• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:54
CEST 05:54
KST 12:54
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
Pros React To: ASL S21 Finals Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser (Spoiler) ASL21 Winner's Interview RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2548 users

Dev Diary - The Art of Dying #3: Enemies

Blogs > NihiLStarcraft
Post a Reply
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2013-10-29 21:20:27
October 29 2013 21:16 GMT
#1
Hello there, dear reader!

Previous blogs:

Dev Diary - The Art of Dying #1: Movement
Dev Diary - The Art of Dying #2: Attacking

I'm a Computer Science student focusing on Game Programming and Design and, in my free time, I happen to work on a little platform game. I record short videos that focus on particular aspects of the game, this one is about enemies. Please take a look:





As always, let me talk about what I touch upon in the video in a bit more detail here:

I think that a very common problem for a lot of new game designers, when they make a platformer (or similar) game and start thinking about what enemies to put in, is that they may put too much emphasis on realism. Of course, it depends. If your entire goal is to make some sort of realism/simulation game, then things are quite different - but then it's unlikely that you're designing a platformer. Instead of thinking about what enemies would realistically be in whatever level you're making, think about enemy roles!

Once again, this is a concept that we can also find in our beloved game, Starcraft. Notice how Blizzard does not shower us with a ton of units, because their roles would overlap. A lot of C&C games aren't like that for example, they have a huge amount of units, a lot of them with the same role. I much prefer Starcraft's approach here, obviously, and I think it's just much, much better design. In fact, Blizzard has removed units (or tried to *hrm*Carrier*hrrrm*) because of this role overlap.

So, I followed the Starcraft lead here and came up with some enemy roles: I wanted an enemy that attacks you from above (Bird), I wanted an enemy that attacks you from the sides (Wall Turret, Guard) and one that attacks you from underneath (not presented in the video) for example. But wait? Don't we have overlap with the Wall Turret and Guard? They both shoot horizontally! Yes - but everything else about them is completely different. The Guard walks left and right (ie. horizontal movement), the turret slides up and down (vertical), the Guard can also aim 45 degrees up, the Turret is fixed. The Guard has no pre-attack delay and doesn't telegraph its attacks, the Turret gives you a second to react and does telegraph where it's going to shoot next. The Guard moves slowly, the Turret is fast. What I am trying to say here is, while following the one-role design philosophy, you also don't want to overdo it. If you go too strict on yourself, you can end up with a game that's simply too clinical. So, don't misunderstand me, do not make a table with unit roles on the left and enemies that fill these on the right. That is overdoing it! Just understand the unit-role idea as an approach, a way to get your creative juices going. A starting point. If you have a really, really cool idea, don't scrap it because of overlap. Adapt it or whatever is overlapping with it in other ways. Keep in mind that there's a LOT you can do with enemies in platformers: they can be invulnerable while they're not shooting (HellBot) for example, they could also go (almost) invisible while moving, they can shoot in all kinds of patterns (sine curves, homing missiles, arcs, cardinal directions etc.), maybe they jump out of water, or they can fly, maybe they blow up when they die and deal splash damage etc. The possibilities are endless.

Please let me know what you think about the video/game and let's discuss some platformer enemies maybe!

Cheers,

NihiL

*****
mahrgell
Profile Blog Joined December 2009
Germany3943 Posts
October 30 2013 00:40 GMT
#2
After watching/reading your first 3 diaries i feel like your ideas and concepts look quite good, when looking at them isolated.
But do they work together?
Especially since you decided it should be a melee combat game featuring some special moves. But then you add very quick and dashy controls. And now all types of enemies seem to be ranged shooters. Imho this does not fit together. You are losing the most interesting aspect of a melee combat focused game that way.
I know it is super hard to make an interesting and challenging melee combat (with both sides using melee), especially when trying to have very quick basic movement. (Most fighting games use quite slow basic movement, but super precise ( =fast) combos for special moves) But still, it feels odd the way you have it right now. But maybe that is also a false impression, it's up to you
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
October 30 2013 11:58 GMT
#3
Hm, I see what you're saying but I'm not sure I see the problem. You are limited to melee-range, sure, but it's not a fighting game whatsoever! The three-hit combo is purely cosmetic, maybe I should have made that clearer. And games like Rogue Legacy, the Castlevania series, Ninja Gaiden etc. all had you limited to sword fighting while enemies would shoot at you, they all allowed quick movement, double jumping or wall jumping etc. - I really liked all those games and they inspired me to make this, so I'm not convinced that there's any problems!

Thanks for the constructive criticism and please elaborate if I misunderstood you!
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#83 (TLMC 22 Edition)
PiGStarcraft640
CranKy Ducklings93
EnkiAlexander 82
davetesta22
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft640
RuFF_SC2 165
Nina 97
ProTech78
Livibee 56
StarCraft: Brood War
GuemChi 5133
Leta 126
-ZergGirl 52
Noble 35
Terrorterran 17
Dota 2
monkeys_forever344
NeuroSwarm167
League of Legends
Doublelift3759
JimRising 819
Counter-Strike
Coldzera 2108
Other Games
summit1g12202
tarik_tv2299
ViBE698
C9.Mang0642
WinterStarcraft448
Mew2King131
Maynarde109
Organizations
Other Games
gamesdonequick1094
Counter-Strike
PGL292
Other Games
BasetradeTV209
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 32
• CranKy Ducklings SOOP28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush826
Upcoming Events
GSL
5h 36m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
11h 6m
Replay Cast
20h 6m
GSL
1d 5h
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
1d 8h
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
1d 15h
Replay Cast
1d 20h
Maestros of the Game
2 days
Replay Cast
2 days
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
[ Show More ]
Maestros of the Game
3 days
IPSL
3 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
3 days
RSL Revival
4 days
Maestros of the Game
4 days
IPSL
4 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.