Skip to main content

Duskrats: A Primer

In Eclipse Perilous, the majority of the enemies that are swarming the ship are versions of the people and critters who have been corrupted by the shadows pouring forth from the eclipse. They appear as ghostly forms made out of a purplish mist, which appears to darken and condense deeper within the creature itself. Think of it like seeing a person with thermal imaging, except instead of registering heat, it is registering darkness.



Anyway, let's get a bit more into a few of the systems and mechanics I would like to implement for all Dusk creatures, and for the Duskrat in particular.

General Dusk Creature Traits
Predatory. All Dusk creatures are predatory towards non-Dusk creatures. They can automatically detect the presence of non-Dusk creatures with a certain radius. Once detected, they will pursue and destroy these creatures to the best of their abilities.

Pack Tactics. Except for perhaps the first two or three floors, Dusk creatures will typically travel in pairs. Occasionally, they will hunt in small groups numbering 3 to 6 individuals. In essence, their tactics will revolve around you engaging with one, while the other sneaks up on you to backstab and flank. In larger numbers, they will rotate in and out as they tire or get damaged.

Shadow Body. The Eclipse Vortex that the RMS Galahad is encircling is actually a dimensional rift where a shadowy essence is seeping through. The Dusk creatures are corrupted versions of the people and creatures on board the RMS Galahad who have been touched by this essence. Having a Shadow Body makes the Dusk Creature difficult to damage while it is in shadow. On the flip side, if the Dusk Creature is bathed in light, its resistances to damage will reduce. How much of their resistances are overcome is dependent on the intensity of the light source.

Corrupting Touch. Dusk creatures have the ability to "infect" the player with any of their attacks. This has the direct effect of raising player Corruption. It becomes harder and harder to rest and heal the more corrupt the player becomes. To top it off, if the player receives too much corruption, they will die and the game will end.

Duskrat Traits
Stealth. As normal rats are already inclined towards staying out of sight, being corrupted into Dusk makes this creature frighteningly difficult to spot. They are effectively invisible in shadow, but are revealed automatically when within the radius of any light source.

Backstab. Duskrats prefer to attack their prey from the back. They will often attempt to strike at the lower spine in order to paralyze their targets. Although this is temporary, this gives the opportunity for the other Duskrats to tear the player apart.

Cowardice. If only one Duskrat remains of the Pair or Pack, it will attempt to flee. The more damage it has sustained, the further it can run. In addition, the more time the Duskrat spends under the effect of a light source, the more it will be compelled to disengage temporarily. It will likely re-engage once it has a clear shot of the player's back.

Simple Guile. Duskrats will set up an ambush to entice the player into attacking what appears to be a lone Duskrat guarding a point of interest. Once the player engages with the Duskrat, the rest of its pack will leap from the shadows to surround and shred the player to pieces.

Shadowleap. As long as it is on a shadowed tile, Duskrats can leap into another shadow within a certain radius. Players will sustain corruption damage if the Duskrat leaps into the player's shadow/blindspot.

Comments

Popular posts from this blog

Resolutions Schmesolutions

When I was in high school, I had a somewhat chaotic approach to cleaning. It began when I got frustrated by a cluttered desk, and dumped everything on the floor. I put back only the things I absolutely needed, shelved a few other things, and threw away everything else. This turned into a cleaning ritual where everything was classified as "keep", "store", or "discard". The goal was to discard as much as possible while treasuring only the things I truly wanted to keep.

Over time, that habit of mine evolved into something different. It became the cornerstone of my minimalist lifestyle. I learned to judge who and what I needed to treasure, and who and what I needed to discard. But it wasn't only about surroundings - it was also about self. I always found the idea of a classical hermit living on a mountain somewhat appealing, and I made many decisions to reach a reasonable interpretation of that. The path was much rockier than anticipated.

Anyway, at the b…

First post?

Alright. So just got this thing set up, figured I'd type some stuff in here to make it not quite so empty. I haven't had a blog in a while, and I used to spend a couple of hours building each post: figuring out its theme and topics, structuring it, doing a whole mess of editing, and so on and so forth. It was time-consuming to say in the least, and it got tiring quite quickly.

This go-around I think I'll just throw spaghetti at the wall, not caring if anything sticks. Not that I don't enjoy making good posts, just that I'd rather concentrate on actually writing IF stories rather than "proper" blog content.

So expect a crapton of grammatical errors and typos.

Aaaaanyway... So this IF series actually was born because of my defunct actual-play podcast called Penumbra Extinction. I was writing three IF novels to supplement Penumbra, with each one providing some backstory to each of the three main dimensions my players were going to visit.

You can even read my…

Coding schmoding: Populating Levels

Apologies for not updating last week. I ran into a number of problems while trying to put items in levels. It certainly sounded simple enough, right? If there's room for something to spawn, then spawn it. Boom, done.

Of course it's more problematic than it first seemed. Long story short, last week I spent a good chunk of time trying to figure out why functions I wrote weren't spawning anything at all. I don't recall all of the problems, but it was just one thing after another. You should have seen my browser tab - it was filled with Unity reference pages.

In any case, I decided to pick it back up this week, and finally got some progress forward.

Lots of learning and coding these past couple of weeks. Been trying to randomly spawn objects in the game world. Took longer than I wanted, and it's still wonky. Making progress, though. My sanity thanks liquor and pot. Read the Devblog in bio. #gamedev #gamedesign #indiegame #indiedev #solodev #indiestudio #prototyping #bsp…