Enemy Animation Sprites - Dungeon and Arena Variety


The other day, I was looking at the possibility of needing to try out the extraction tool that the folks from Life Bottle Productions made so I can get the sprites from Destiny DC. Couldn't make heads or tails of it, but while trying things, I thought to download this one .zip file that had the compressed data, only it wasn't the same as I first downloaded it. They had updated it with everything extracted and assembled! This means I can make use of every enemy I want from that game. If at some point, they do the same for Destiny 2 and Hearts, I may look and see if I can use anything from there. Otherwise, here's a video that shows off what I was able to grab and put together.

The first batch of enemies are all in the dungeon that I'm currently working on.  These include the regular enemies you'll face, one of the mini-bosses (the Sprite Cluster), and one of the bosses (the Earth Golem).  With that last one, I figured out how I can properly add things like knockback or what not, by making sure the animations cover the whole screen so they remain in place. With the Cave Shark and it's Consume animation, you'll notice how it moves backward after spitting out a character. Well, now that I know how this works, I can go back and update it so it resembles more of how it does in the original game. Either way, it'll be fun to come up with attacks that might do knockback damage if I really want them to. 

Wrap-Up

There is 'one' more enemy that I'll need to get to creating, as it'll not be from any of these other games. I don't know if I'll be commissioning someone for it if it's something I can make do, or maybe I'll make use of another pre-made sprite set after all. But that will only happen after I get to that point. I only decided to get the enemies done because someone finally extracted what I had wanted, meaning an update for the Arena Demo can happen as well. For now, I'll be tending to other projects first before I continue with getting the story stuff done.

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