Overview

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Enemies are the most prevalent hazards of GlideRail. Each enemy has a unique attacking and flying behavior that makes one another stand out. Additionally, most enemies have a standard and elite variant, with the exception of the Swarm.

Standard Enemies

Swarm

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"The Swarm spawn the most frequently and pick up speed the bigger they get, but they can only attack by running into their targets, and they cannot gain speed from gliding."

Description

Swarm appear as red dots on the arena. Their behavior is as simple as it gets: chase the player. Swarm have the added ability of merging into one another to create bigger swarm enemies. Every time Swarm merge, their acceleration, velocity, and drag stats are altered to make them exponentially faster and more effective at turning at high speeds.

Stats

Note: numerical values will be given during implementation and testing.

Warrior

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"Warriors are highly aggressive Gliders that will use walls to gain speed to catch up to their targets and attack from a distance with their equipped weapons."

Description

Warriors are the main enemy Glider variant. Due to their highly aggressive nature, their stats match that of the Tarys Glider, but their visual design uses the Gyra frame. Warriors all look the same, but their weapons vary from the available weapon pool.

The Warrior behavior pattern varies significantly, with the primary goal being to catch up to the player Glider using the shortest route possible whilst also avoiding crashing into anything. Warriors will naturally take Gliding into consideration when choosing their routes.

Stats

Note: numerical values will be given during implementation and testing.

Hunter

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*"Hunters have a very high top speed that allows them to catch up to almost every Glider, but they struggle with decelerating when they move too fast."

Description

Hunters act as a "speed blitz" version of the Swarm. While they don't use a traditional weapon or gliding, they utilize a high acceleration and terminal velocity to run into Gliders. Hunters have a behavior pattern where they attempt to guess where the player is moving to based on their movement vector, and will accelerate to that position to cross paths rather than blindly chasing their position.

Stats

Note: numerical values will be given during implementation and testing.

Vulture

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"Vultures stay away from Gliders and attack with Snipers. They take time to target and will only miss if their target is too fast."

Description

Vultures, despite being another Glider like the Warrior, is considered its own enemy type due to the change in behavior and stats compared to the Warrior. Its stats match that of the Synax Glider.

Vultures prioritize stabilizing themselves to target the player from long distances, often flying in wide arcs to keep their sights on point. Flying close to a Vulture will cause it to stop targeting and attempt to run away or maintain a certain distance from the player before attempting to target again.

Stats

Note: numerical values will be given during implementation and testing.

ELITE ENEMIES

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Elite enemies are the tougher variants of their standard counterparts. Elite enemies utilize the player health system, and their behaviors are tuned to make them far less forgiving than usual.

Elite Warrior

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Description

While standard Warriors all share the same Glider frame, flying stats, but vary their weapons, Elite Warriors mimic the player Glider roster. Elite Warriors will also use player weapons rather than enemy modified ones.

Stats

Stats match their corresponding Glider.

Elite Hunter

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Description

Elite Hunters are much more durable and have better drag controls to stop themselves from crashing into the environment. Upon death, Elite Hunters will also explode, dealing 1 damage in a radius around them.

Stats

Note: numerical values will be given during implementation and testing.

Elite Vulture

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Description

Much like Elite Hunters, the Elite Vulture mimics the Synax Glider completely, making them faster to target and more durable than their standard counterpart. Elite Vultures are also less afraid of the player and wont run as often if they have a solid target on the player.

Stats

Note: numerical values will be given during implementation and testing.