Hi everyone, and welcome to another Dandelion Void devlog. Today we’re going to be showing off the evolution of our Root Whipper enemy, culminating in a brand-new model!
Those of you who have seen some of the creator coverage of Dandelion Void (i.e. MrAtomicDuck and Splattercatgaming!) will be familiar with the vine antagonists who dangle from the ceiling and swing themselves at the player. These are tentatively called “Root Whippers,” and they are one of the newer enemies in our build.
All game design is iterative, and our workflow at Manzanita Interactive team is especially focused on rapid prototyping. The first versions of the Root Whipper were quite bare-bones, with just enough functionality for us to do early playtests with. As we got a feel for how the enemy worked, we successively added polish and complexity until they reached their current state.

From left to right: a digital sticky-note describing the creature, the original placeholder Root Whipper using repurposed art, the “programmer art” root whipper, and the brand new root whipper model!
The history of this creature can be separated into four phases:
Let’s break these into more detail!

Before we added Root Whippers, all of our enemies were mobile. If the player got in range, they would begin chasing! With the Root Whipper, we wanted to add a creature who was bound to a single location and waited for the player to come to them.
Having a sessile creature is nice because they can act both as an enemy and a stage hazard. Depending on their randomly spawned distribution, different areas of the map might be more or less “infested,” giving the player some interesting decisions about where to explore. Defeating sessiles enemies also has an implied “base-building” function, because destroying them improves the safety of a given area.
One of the things we were particularly excited about with Root Whippers was the potential for a hidden and revealed state, creating little moments of surprise and terror when they descend from the ceiling.

As mentioned above, the first testable version of root whippers used repurposed assets and very simple behavior. If those yellowy-green tendrils hanging from the ceiling look familiar, that’s because they use the same model as our toxic grain plants!

Brian whipped up this version in just a couple days. Instead of animations, it was just a static hazard which would apply a status effect to the player if they walked into it.
Here’s what we learned from our first playtests:
As a note, this version of the Root Whipper was transformed more or less verbatim into our separate Spore Popper entity! As it turned out, “static hazard that explodes and applies a status effect if you step on it” was a perfect flavor fit for a puffball mushroom.
With that said, we still wanted to push the Root Whipper design more towards the original vision.

This next version of the Root Whipper was the first one to have an animated model! We call it “programmer art” because it was quickly whipped up in Blender by Robin (yours truly), who normally works as an engineer.

Left: the “Programmer Art” Root Whipper is little more than a rigged noodle
Right: The texture of this root whipper is borrowed from the rooty undercarriage of our Uproot enemy
This is still very much temp art, but having a rigged model allowed us to prototype different behaviors and attacks using actual animations. This version has separate retracted and extended states, as well as a jab attack.
Here’s what we learned in playtesting this version:
Up to this point, we hadn’t yet called in Dara, our dedicated 3D artist. Our process is typically to mock up the gameplay of a creature before investing full art resources into it. For instance, the ideal length of the creature will depend on the range we want its attacks to have. Answering these questions early with temp art prototypes allows us to fill in these blanks, and give Dara a more accurate asset description for their first pass.
With all of this said, we liked how the Programmer Art prototype was playing, so it was time to pull in the big guns! Brian started by gathering some reference photography for the design of Dara’s Root Whipper:

As visible above, we wanted to really put the “Root” in “Root Whipper” for this pass! We took particular inspiration from the braided, woody vines of trees that sometimes make their way into caves. Based on these ideas, this is what Dara came up with!

Along with this model update, Dara also gave the creature a horizontal sweep attack, and updated its retracted pose so that it is completely hidden within the ceiling. Robin then implemented the new art and attacks. Dara and Robin used to work as an animator / programmer duo on tentacly monsters for a Stranger Things game, so this was a fun getting-the-band-back-together moment!
Once everything was in, we did our most recent round of testing:
And there you have it! We hope you’ve enjoyed this peek into the full production process for a Dandelion Void enemy. I know that I personally had a lot of fun looking at our little worm’s “baby photos.” Please look forward to more new botanical beasts as we continue development.
Until then, everybody please take care and have a great week!
– Robin and the Manzanita Interactive team