Hi everyone, and welcome to another Dandelion Void devlog. Today we’re telling the story of one of the “faces” of Dandelion Void, which is ironic because they have no face at all. Let’s talk about the twigsnapper! Some of you may have already seen this creature’s art update mentioned in the recent MrAtomicDuck interview of our game director Brian. If you enjoyed that section of the video, please look forward to much more detail in this article. If you missed it then no worries, because we’ll be starting from square one!
The original idea for the twigsnapper came from a conversation between Manzanita Interactive’s two R’s: Roland and Robin (yours truly). Our original enemies, the uproots, were pretty basic behaviorally: they camouflage in plants, and chase you if they see you.
We wanted to give our enemies more of a relationship with their environment and feel more “plant-y,” so Roland had the idea of an extra dangerous creature that might only be able to walk on tiles with roots or vegetation.
Robin latched onto the idea that these “rootbound creatures” would increase the danger for the player when they set foot on a vegetated tile, and she wanted to see if she could make this moment as dramatic as possible. It might even be scarier if the creature was aggroed by you stepping into vegetation, but once it was chasing you it could go wherever it wanted.
She began work on a prototype of a new enemy, which she called the “twigsnapper” since it was provoked by the players crunching their feet on vegetation underfoot. Since only Robin was working on this enemy at the time, the original twigsnapper prototype was visually modest. Her “programmer art” version consisted of the model for the normal uproot with a new brown texture, simple lines for the stalks, and then a set of “feather fronds”; a flat drawing copied several times on intersecting planes.
The original prototype for the twigsnapper, with temporary “Programmer art”
The twigsnapper works likes this:
Idle: When not aggroed, the twigsnapper stands still on a single tile and flicks its three “sensing organs” randomly about, like an insect’s antenna tasting the air.
Alerted: If the player steps on a vegetation tile (roots or ponic) in the twigsnapper’s presence, a sharp sound effect plays and one of its 3 sensing organs begins tracking the player
Chasing: Once three footstep events have gotten all three antennas locked onto the player, the creature becomes properly aggroed and starts chasing you!
One of the main goals of the twigsnapper’s design was to contrast it as much as possible with our standard uproot enemies
Visibility: The green uproots hide in plants and use camouflage to ambush the player. The twigsnapper is highly visible and sits in plain sight
Threat level: The uproots are our “canon fodder” enemies, which die in just a few hits and are only dangerous in numbers. The twigsnapper is like a miniboss: it’s fast, has a lot of health, and deals a lot of damage, making just one of them a formidable threat.
Distribution: The uproots are a constant presence that can spawn almost anywhere in the map. Twigsnappers are constrained to just a few locations and provide environmental variation as the player explores.
Our beloved cannon fodder, the humble uproots