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Milestone 2 Design Document/Enemies
This page shall describe all enemies, old and new, in as much detail as possible. We also need to settle down on proper names for enemies, since currently there is a lot of confusion.
Snowball is a straight forward walking enemy, when reaching an edge he will fall down and continue walking on the platform below. Jumping on him will squish him and thus kill him.
Status: Basic behavior is implemented, could however be improved with additional animations when turning around or when falling from a cliff. -- Grumbel 09:41, 23 February 2010 (UTC)
Mrs Snowball /
Stay-On-Platform Snowball / Smart Snowball
Mrs Snowball behaves like a normal snowball, but instead of walking off a platform she will turn around when reaching the edge.
Status: A very basic Snowman prototype is in SVN, but lacks death animation and the whole separation behavior. -- Grumbel 09:39, 23 February 2010 (UTC)
A leg-less Snowball that jumps around like a ball.
Status: Jump height and width could be tweaked a bit to make it easier to stand below it. Placement in the levels is the biggest problem, should only be used in open spaces, not closed ones where bouncing becomes unpretictable. -- Grumbel 09:48, 23 February 2010 (UTC)
Kamikaze Snowball / Cannonball
The Kamikaze Snowball also comes out of a snow cannon. He is very angry, or very "wise", and so can levitate through the force of his will. He is so concentrated on this, however, that he cannot turn or adjust his velocity.
Like Snowball MrIceBlock is a simple straight forward enemy, he will not stay on platforms. When jump on he will get knocked out and become a grabbable item that one can use to throw at other enemies.
The base behavior of MrBomb is similar to the normal Snowball, except that when hit he doesn't get squished, but his fuse starts burning. After ~5 seconds he then explodes. While the fuse is burning he doesn't move, but instead can be carried around like an iceblock. Throwing MrBombs is more like a normal throw, not like MrIceblock getting kicked.
When the fuse isn't burning CrazyBomb looks like a normal Bomb except the color. When the fuse of CrazyBomb gets activated he starts to run around, maybe chasing Tux. He can't be carried around. Jumping on him when the fuse is burning will cause Tux to bounce and CrazyBomb to be stunned for a short moment (fraction of a second).
Again a very basic enemy, but unlike the Snowball he doesn't walk around in a straight pattern, but walks forward and backward around a fixed position. It is a stationary enemy.
Spiky behaves the same as a normal Snowball, but he carries a helmet which makes him invulnerable against jump attacks.
Sleeping Spiky sleeps, when Tux comes near he activates and behaves like a normal Spiky. (Grumbel: Not sure that guy is a good idea)
Jumpy jumps up and down and stays stationary on the same position. His viewing direction might follow Tux. The string should react when hitting the ground.
Ice Fish / Fish
Already in the code, but not much used in Milestone1 Levels. Since Milestone2 won't have water he should probably jump out of pipes.
A flying enemy that can land on trees and carry things around to throw at Tux. One thing it is throwing might be the BombFish.
there is a normal fish the only differce is the color
An enemy that is let go by Owl and then falls down to the ground and explodes.
Krush (small), Krosh (large)
IceCrusher / Angry Iceblock
The IceCrusher is an enemy that is hanging on the ceiling. When Tux gets within one tile the IceCrusher will fall down and try to smash Tux. When hanging on the ceiling the IceCrushers eyes shall follow Tux. The face expression shall become angry when he is falling down.
The canon can be mounted on either static or rotatable pedestal. It shoots angry looking snowballs. It is indestructible. SVN for non-captainsnowball/kamizazesnowball enemies
The spike isn't really an enemy, so much as an obstacle, but for some strange reason, it's in the creatures' image directory, but implemented as a tile. Currently the spike only hurts Tux, instead of insta-killing him as might be wanted, for example at the bottom of deep pits. Alternately, we could simply have shallow pits that are easy to jump out of. (but that still hurt Tux)
The spitter acts as walking dispenser, the enemy type that he can spit out might be limited to mini-bombs and similarly small enemies.
The current Yeti pattern needs to be reworked, since it is to easy to just stand in a corner and do nothing.
Alternative: Sequence at end of castle: Tux find Yeti, Yeti jumps out of the window and flees