
- HAZELNUT BASTILLE LAZER PUZZLE UPDATE
- HAZELNUT BASTILLE LAZER PUZZLE FULL
- HAZELNUT BASTILLE LAZER PUZZLE SERIES
Manifestor: Spawns a block in the environment, which can deflect lasers, serve as a node for connecting electrical arcs, block enemies, plug passages, cuttoff the flow of fluids, and more.In addition, it is probably worth reviewing out current Item list, since the enemies are meant to heavily synergize with these to the greatest extent possible: There are no human enemies, although a couple are roughly humanioid. Some of them are based on real animals, combinations of animals, or fantasy creatures. The general art direction of most of the enemies so far has been insect-based, plant-based, mechanical, and referencing common genre tropes lovingly.

Try to get a sense that everything in the title has to work harmoniously.
HAZELNUT BASTILLE LAZER PUZZLE SERIES
We are especially filling out enemies now which have unusual special traits, rather than common, basic enemies.Īlso, try to keep scope in mind! There is a certain window of complexties we are targeting with these! Something we ran into with working with the backer enemies for Dawnthorn is that most of the responses we got were either far too basic, or far too complex a couple users wanted to design what was effectively a miniboss, or something that would be the most complex enemy in the entire series by a factor of 5, or that several dungeons would be built entirely around. Try to get a sense of what sorts of behaviors and complexity we are targeting with these guys, as well as something distinct from the roles already filled. Right now we have close to enough dungeon enemies, but our overworld could probably use a few more slots filled. In order to properly integrate into our system, enemies should fill out roughly 1 tile visually, as they all navigate by single tile colliders. They are distinguished by their movement patterns, their speed, the degree and method to which they home to the player's location, their method of attack, the patterns of their projectiles, the damage they deal, their health pool, the degree to which particular items attack vulnerabilities they have, the degree to which they resist certain items, how they synergize with certain kinds of environments, and how they stack with other enemy types which particularly compliment them. The enemies are all kept limited in their scope, having only a few major traits, and a few hidden characteristics. The basic theory we are working with in Hazelnut is primarily to arrive at complexity by assembling it from simple elements. These sets overlap slightly in some special cases, but for the most part, they are pretty separate. The enemy characters of Hazelnut are divided primarily into dungeon and overworld sets. Please forgive the wide formatting! The UI for KS doesn't really gel with this kind of document, hehe.
HAZELNUT BASTILLE LAZER PUZZLE UPDATE
These next writeups are meant primarily to help inform the backers contributing to the asset design in Hazelnut, but since we haven't shown much concrete in a while, and because they may be interesting in their own right, we have them here as an update too, for those interested! I am thinking that in the immediate future, we will try smaller updates with singular focal points, to keep the community engaged in development better. Meanwhile Mark and Shannon have kept up work on schedule, advancing their own contributions to Hazelnut and Dawnthorn. I am in comparatively much better general health writing this, so that is a big plus! Thankfully these symptoms are at about 15% of the intensity they were at peak, so thankfully things are more normal again.


Thankfully these appear to be clearing up gradually, at least.
HAZELNUT BASTILLE LAZER PUZZLE FULL
We put them off until later, but when we revisted them, we found the same level of disagreements about direction, so ultimately needed to make some tough design choices, in order to keep development progressing properly.Īnother aspect is that we don't want to show the high-level planning elements too much, because they are effectively a map of the entire production, and can spoil a lot.įinally, In interest of full discloure, I've been having some health issues this season which unfortunately saw me down a large number of hours. It is gradually forcing us to pin down some aspects of the design which we delayed finishing because we did not have full agreement on the finalization on, such as closing the item set HB will ultimately have. So one element which has contributed to updates slowing right now is that we have been working on some elements of Dawnthorn and Hazelnut which are high in their organizational hierarchies, and have many design dependencies. If you are one of the few people in these tiers, or gained the enemy contribution perk through the art contest, expect to hear from me directly, shortly! Information for Backers with NPC and Enemy Contribution Rewards (With some Interesting Internal writeups maybe?)
