Dev Blog 8: Who's that Pokemon?

I'm finding it difficult to come up with things to discuss that are even worth bringing up this month.  I was lucky enough to go on a vacation with my wife this last week and so I lost about a week of development time. I did manage to squeeze in some time which I used primarily for fixing existing bugs and drawing graphics for my first enemy.  I wanted to start off with some common enemy that wouldn't to be to difficult to draw, animate, or program.  It led me to come up with this little lizard dog I call a Plug.   

Now, some of you may immediately think of Pokemon, given the four legged creature with a plant growing on his back. Yeah, that was an unintentional mistake on my end.  I was too happy with the end result to rework it.  But my son said he looked like Bulbasaur as soon as he saw it and I sank back thinking "Yeah.... I guess he does.".  

Hear me out though.  I was thinking that it would be fun to surprise the player's expectation in the game.  Normally in Zelda games you often cut down tall grass with your sword.  I thought it would be a fun little twist to hide a Plug in a bunch of tall grass and as the player is cutting them down they'd actually hit him, waking him up.  My thought was that the creature would have to be short and squatty to be hidden and would require a similar bush of grass on his back.  So that's the real design behind this little guy.


I had previously done some work on a rudimentary AI system months ago.  This led me into learning about Unity's cool ability to customize how a component can be populated in the Editor.  I am not totally sure I'm doing things correctly, as I'm curious if it'll all hold together with saving and loading of a game, but I got past other hurdles while developing it and can at least set things and see them take effect while developing. It allowed me to make my system use a sort of module based designed. It basically is a state machine where the modules are the states and I can then customize how and when the AI chooses which state to use.  I worked on adding a basic leaping attack state, where a game object will wait a period of time and then leap at a player that is in range.  It all came together smoothly and I was pretty happy with the results.  I also had to draw some attack animations that could be played when in this particular state.