Introducing Djakk Monsters
There’s a reason our friend Nymn is so keen to get back home before dark. That reason is a huge, snarling, fearsome beast that emerges from its cave at night, with the blood of its last victim still dripping from its teeth, and an insatiable appetite for Nymn’s face.
Djakk monsters have been a threat to Tanglewood for as long as its inhabitants can remember. The lore speaks of an ancient tribe of hunters who saddled them up and rode them right to the edge of the forest, hunting the Djunn kind for as far as they could smell. Long gone are the bad rulers of the lands, but their big ugly pets remained.
A Djakk fight is a long and drawn out challenge, they are expert trackers and will chase Nymn to the ends of the Earth for a taste of his innards. As the player you must be quick, be forever wary of the Djakk’s presence (however much you think you’ve lost it underneath you), and never underestimate their ability to break through obstacles or foil your traps. They’ve seen it all before.
Getting rid of a Djakk will need to be done in different ways for each encounter. In the demo I’ve been working on, a precariously placed boulder is primed ready to drop on the unsuspecting beast’s head, but that’s just a set-up scenario to show off the mechanics quickly. The monster will roar on sight, then immediately give chase, but if he loses you he will wander over to the last place Nymn was spotted to sniff out your tracks. This can be used very much to your advantage, as a way to coax a Djakk into standing on a particular spot – as long as you’re cunning in your escape.
I have plans for some of the Djakk encounters to last entire levels, and maybe more. They provide an interesting narrative reason for keeping the forest floor out of bounds until the creature has been defeated. Flues, Fuzzls, and all other tricks and traps inhabiting the surface would be unusable, making whole sections of the game, pickups and secrets inaccessible unless Nymn figures out a way to dispose of his unwelcome companion. More importantly, Nymn is looking for somewhere to sleep to wait out the rest of the night terrors, and with this thing around it’s unlikely there will be anywhere safe to rest.
The Djakk posed quite an early technical challenge for the game engine; it’s the largest sprite sheet in the game so far, which is costly both in subsprite count and bandwidth to transfer animation frames. Many of the routines featured in my Mega Drive coding tutorials for sprite management were too slow and naïve in implementation, and it’s taken me quite a while to rewrite them to cope with these huge creatures. The work has certainly paid off, I’m quite proud of our Djakk so far.
Future plans for the Djakk include the ability to traverse the terrain, perhaps being able to leap across a crevasse or run up a ramp to reach higher. There’s also the possibility of weak tree branches, both as an added threat to Nynm and an advantageous point to coax a Djakk onto, to see it fall to its death. For the moment we’ll be keeping it simple, this huge sprite sheet is tricky for our artist to maintain, so we’ll squeeze what we can out of the animations available first.
See the ugly fellow in action in this short demo video: