Design documentation for enemy NPCs in a weird west cover shooter. Original work.
The Resurrectionists
Overview
The Resurrectionists are a cult of human scientists and occultists who have fallen under the influence of otherworldly beings they call the Masters. Under the Masters’ tutelage, the Resurrectionists have learned to reanimate the dead and command them in battle.
This document lists all enemy types within the Resurrectionist faction, including details on their weapons, preferred range, distinct combat behaviours, and the challenge they pose to the player. The goal of these varying enemy types and behaviours is to pressure the player into taking risks: we want them to break cover and reposition under fire, attempt flanking manoeuvres, and constantly re-prioritize their targets.
Enemy Types
Cadaver
Human corpses reanimated through mad science and black magic. Cadavers retain much of the agility and intelligence they had in life, but have no will of their own and only serve the Masters.
Weapons
- Revolver. Medium range, moderate damage and reload time. Reloads after 6 shots.
- Fists. Melee range, low damage.
Main Behaviours
- Advances on player position, but takes cover under fire.
- Attempts to flank and suppress the player as necessary.
Challenge
- Deploys in large numbers, pressuring the player to prioritize targets.
- Adds extra pressure when deployed alongside more specialized units.
Cadaver (Rifle Variant)
Cadavers equipped with marksman rifles instead of revolvers, which allows them to act as long-range snipers. Less effective at close range than baseline cadavers.
Weapons
- Marksman Rifle. Long range, high damage and long reload time. Reloads after 1 shot.
- Rifle Butt. Melee range, low damage.
Main Behaviours
- Takes cover at a distance from player.
- Takes shots at player whenever player is exposed.
- Tactically repositions if player gets too close.
Challenge
- Makes exposure dangerous, pressuring player to remain in cover.
- Encourages player to advance through enemy lines and flank sniper positions.
Hound
Bestial reanimated creatures stitched together from animal parts and human remains too damaged to be used as cadavers.
Weapons
- Claws. Melee range, high damage.
Main Behaviours
- Rushes player’s current position to attack them in melee.
- Uses knock-back effects to shove player out of cover.
Challenge
- Pressures player to re-prioritize targets or risk being forced out of cover.
- Encourages player to move evasively between cover nodes.
Reanimator
Living members of the Resurrectionists who have mastered the occult techniques used to create the cult’s foot soldiers.
Weapons
- Revolver. Medium range, moderate damage and reload time. Reloads after 6 shots.
- Scalpel. Melee range, low damage.
Main Behaviours
- Moves toward any dead Cadaver or Hound units and attempts to reanimate them; this process takes time, and can be interrupted if the reanimator takes damage.
Challenge
- Pressures player to re-prioritize targets or risk renewed attack from reanimated units.
- Encourages player to advance through enemy lines and interrupt reanimations in progress.
Master
One of the Resurrectionists’ commanders: a huge, monstrous creature from beyond the veil of reality.
Weapons
- Sonic Blast. Medium range (cone effect), high continuous damage for a limited period of time. Requires recharge.
- Pincers. Melee range, high damage. Grappling effect.
Main Behaviours
- Advances slowly on player position, using ranged attacks when player is exposed.
- Grapples with pincers to forcibly pull player out of cover.
Challenge
- Area denial, dominating the battlefield and making exposure extremely dangerous.
- Slow movement and turn speed encourages player to flank and move evasively between cover nodes.