So far, I've only showed detail about Enemy on the local scale: items, characters, and structures. With this update, I'd like to talk about how those local areas are knit together into a single world.
Openness is a key design pillar of Enemy, and the game takes place in a contiguous, open world that your squad can travel through however you like. The whole world is procedurally generated at the start of the game, so it will be different every time you play it, and your map is only filled in as you walk around and explore. At the outset, you are given only the location of the end boss, somewhere at the other side of the map from your starting point: you can go about reaching them however you choose. Below, you'll find a screenshot of the 2D, pixel art world map that is revealed as you travel from one area to the next:
The world is broken up into several different lands, which come in all kinds of shapes and sizes, just like real-world countries do. Each land has a single unified theme based on a classic gaming genre. The current land types are action, adventure, horror, and platformer. In addition, within each land there are many different environment types, features of the land such as forests, mountains, swamps, and plains. Some environments occur only with certain themes, like graveyards in horror-themed lands. Others, like forests, come in different versions for every theme.
Here is the current list of lands, and environments you can find within them:
- Action: Alien, Base, City, Jungle, Technological
- Adventure: Castle, Caves, Forest, Mountains, Plains, Town
- Horror: Casle, Demonic, Forest, Graveyard, Swamp, Town
- Platformer: Castle, Clouds, Forest, Plains, Sand, Snow, Town
Some of these are still in the planning stages, so please don't be mad if something gets cut! It's also quite possible that the world size may be reduced. The following are screenshots of some different, fully revealed, procedurally generated maps.
You will find radically different kinds of items in the different-themed lands, and since equipment loadout is a substantial part of a character's playstyle, this means the path you choose to take through the game has a substantial effect on how your squad handles combat. In addition, Enemy doesn't have level scaling. The difficulty of your opponents and the quality of the items generally increases as you get further from your starting point and closer to the end boss. Scattered throughout the world are towns, where you can purchase items and recruit squad members, and bases, which feature more dangerous enemies and better rewards than the surrounding areas. The goal of all this is that the path you take through the world is itself a strategic decision, in which you balance risk and reward, as well as considering which kinds of items you want to go for and what kinds of enemies you are willing to face.
You may have also noticed that in previous videos Enemy was rather quiet. That will no longer be the case in subsequent videos as I have finally integrated a sound system into the game, and my composer and sound designer Samuel Jule Kovacs will be able to put his work in the project directly. There are different music tracks for different themes and environments, as well as sets of sound effects for material collisions, item usage, and ambient features of the environment.
That's it for this month. Thanks for reading!