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Swordigo/Enemies

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This is a sub-page of Swordigo.

There are a number of interesting enemies which remain in the game, but are never implemented in any level. Most of them were most likely replaced by other mobs or remained unused because they either didn't fit any levels or were unused because of low quality. Most of these mobs are nameless, so the names are inferred from the machine names and model names.

Hmmm...
To do:
  • Add screen captures of the mobs to see their animations

Blade Blob

The Blade Blob is a light-gray mob with a metallic appearance, probably suited for the Florennum jail area. It features a round body, pointed at the bottom with a metal ring around the middle that has six blades attached to it.

Blade Blob
Textures Controllers Animations Machine Name Title
gray_subtle_2x ChargingMonsterController bladeblob_move bladeblob None
metal_2x bladeblob_attack
spike_2x

Bush Monster

The Bush Monster is a dark, spiky mob with a bush on its head, most likely replaced by the bush beetle mob. It has an inverted tear-drop body with six spikes in a ring around the middle. It has two red eyes and a five leaved bush on top.

Bush Monster
Textures Controllers Animations Machine Name Title
bush2_2x StaticMonsterController bushmonster_wobble monsterbush None
black128_2x
red128_2x

Elemental Ice

The Elemental Ice is a pointed, Icy mob that moves back and forth, spinning rapidly. When it spots a target, its spinning gets faster and it charges forward. The appearance is roughly like a whirlwind, and it was most likely destined for the snowy slopes area.

Elemental Ice
Textures Controllers Animations Machine Name Title
snowy_ice_2x ChargingMonsterController elemental_ice_stand elemental_ice None
snowy_snow_2x

Spikeball

The Spikeball is a round, spiky, almost metallic creature. It has two orange eyes and roughly 26 spikes.

Spikeball
Textures Controllers Animations Machine Name Title
spiky_2x BouncingMonsterController spikeball_jump spikebouncy None
black128_2x spikeball_land
orange128_2x

Roaming Spikeball

The Roaming Spikeball is the same as the spikeball, except that the machine name is "skikebouncy_roam" and it has a "UtilityShape" attribute.

Following Spikeball

The Following Spikeball is the same as the spikeball, but with green spikes.

Green Spikeball
Textures Controllers Animations Machine Name Title
spiky2_2x BouncingMonsterController spikeball_jump spikebouncy_follow None
black128_2x spikeball_land
orange128_2x

Snart

The Snart is a very strange mob, similar to the snort, but with more of a snout than a horn. It would shoot a snart projectile, the same projectile as a Beetle shoots.

Snart
Textures Controllers Animations Machine Name Title
snort_2x ShootingMonsterController snart_walk snart None
ProjectileController snart_shoot

Sprit

The sprit is a small, spiky green mob, similar to the Spikeball, but it is textured like the Grasswalker and it charges instead of bouncing.

Sprit
Textures Controllers Animations Machine Name Title
lizardskin128_2x ChargingMonsterController sprit_stand sprit None
sprit_move
sprit_charge

Rolling Spirit

The Rolling Spirit is the same as the Sprit, but without the "sprit_stand" animation.

Woodknight

The Woodknight is just what is sounds like: a wooden armoured knight figure carrying a lance. It looks perfectly suited to the Forgotten Keep area, but perhaps it was too large to fit in many of the scenes. It has "BoneControlledCollisionShape" and "BoneRightweapon" attributes, suggesting that the lance would deal damage when it was moved in the mob's animation.

Woodknight
Textures Controllers Animations Machine Name Title
woodknight2_2x WalkingMonsterController woodknight_walk woodknight None
woodknight1_2x
spike_2x

Mace Woodknight

The Mace Woodknight is very similar to the Woodknight, but carries a large mace with eight spikes. It uses the "axeswoosh1" sound effect.

Mace Woodknight
Textures Controllers Animations Machine Name Title
woodknight2_2x WalkingMonsterController woodknight_walk woodknight None
woodknight1_2x GenericMonsterController woodknight_mace_attack
spike_2x

Viewing in-game

To view unused mobs in-game, you will have to mod them in. You can replace the code in any lua chunk with some code that will spawn in a mob using the "Scene.CreateObject" function, like this:

Scene.CreateObject("<machine_name>", "<object_name>");

To be able to see it, you will need to change the position to move it closer to you. To spawn in the Bladeblob, the code might look like this:

local blob = Scene.CreateObject("bladeblob", "blade_blob");

local hero = Scene.Find("hero");

blob:setPosition(hero:position() + Vector3.New(100, 0, 0));

You can set the variable names and object name to whatever you like, just make sure to use the correct machine name.