Skip to main content

The Duskblade And You

Last week we discussed the idea of Dusk creatures, which are corrupted versions of creatures that appear to be condensed shadow. Last week the focus on the Duskrat, a simple scavenger with a few abilities that have the potential to hurt the player badly. This week we'll chat about the Duskblade, a much more lethal enemy the player will encounter.

Here's my initial concept of the creature:

Just like the Duskrat, the Duskblade will have all the Dusk traits: Predatory, Pack Tactics, Shadowy Body, and Corrupting Touch. (You can read about them in the Duskrat Primer article.) In addition to the basic traits, the Duskblade will also have humanoid traits as well as their own unique traits.

Humanoid Traits
Cautious. Although they are aggressive, they are not berserk. Humanoids will first study their opponent before striking.

Weakness to Psionics. Most humanoids are comparatively defenseless against properly trained Psions. Some creatures, such as Duskblades, have lessened weaknesses due to their minds being completely intangible.

Duskblade Traits
Armed and Armored. Although they are made of shadow, the darkest parts of Dusk bodies are actually condensed to the point where they feel as hard as stone. Duskblades are condensed even more so: their bodies and blades feel as though they are as tough as steel. They hit harder and are more resilient to physical damage.

Fearsome. The Duskblade emits a low fear aura around itself. Players who do not resist the fear will attempt to automatically flee. Typically the player will end up fleeing into the Duskblade's hunting partner.

Misc Design Notes
I intend the Duskblade to be, at first, the boss for the first few floors. It's honestly the first real test if the player will run, hide, or fight when faced with a creature as strong as this. I imagine this boss is only tough to overcome if encountered head-on, and it's best to simply circumvent it to move on to the next level. That said however, if players are able to kill it, there should be some form of a reward.

Because XP is awarded for finding things rather than killing things, that means the reward from this miniboss should be simple, strong loot. For example, whatever it drops could be a melee weapon or a breastplate. I'm also considering having every boss drop a lore fragment as well. This is basically a story element which translates to character XP.

Later on, the Duskblade becomes more and more a regular enemy that the player will encounter. By this time, the player will have acquired more tools and can more easily dispatch (or run from) this creature. As the player progresses even further, the Duskblade will eventually pair with another Dusk creature. Potential partners can include a Duskwolf, another Duskblade, or the dreaded Strangler.


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…