If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article is marked as NSFW!

Proto:Daikatana (Windows)/v0.10/Enemies

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Daikatana (Windows)/v0.10.

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: A very tiny and crude dog dick.

Many of the enemies in the final game can be found in 0.10. About half of them only exist only as untextured models, however. The ones that can be fought in-game have different and usually more primitive AI than in the final game.

Episode 1

Froginator

Dk98 froginator.png

The Froginator is much larger than he is in the final game. This makes it much easier to kill him than in the final game.

He has several behavior differences between the prototype and the final game.

  • He lacks his projectile attack he has in the final game. The animation used for the projectile attack in the final game is used as an alternate melee attack.
  • He prefers to walk instead of hop. In 0.10, hopping seems to be used as a pounce attack instead of a regular way to move around.
  • He is much slower than he is in the final game.
  • His hind legs are much longer and more curved than they are in the final game.
Prototype Final
Dk98 froginatorsize.png Dk froginatorsize.png

Sludgeminion

Dk98 sludgeminion.png

The Sludgeminion’s firing sequence is different in 0.10. After firing two shots, he will lower his arms and then reraise them, giving the player a brief chance to attack without being under fire. The final game changes it so that the Sludgeminion will constantly fire until he is out of “ammo”, forcing him to play his draw animation.

He shoots streams of black, ink-like smoke at the player. These behave like normal projectiles. The final game gives him a proper projectile and adds a light grey trail of smoke behind it.

Like the final game, he will attempt to track and intercept the player’s movement as he fires.

Prototype Final
Dk98 sludgeminionattack.png Dk sludgeminionattack.png

Ragemaster

Dk98 ragemaster.png

Except for sounds, the Ragemaster is the same as he is in the final game.

Battleboar

Dk98 battleboar.png

The Battleboar’s light green sections are dark green in the prototype.

In-game, the Battleboar will never fire rockets. He will always fire a quick burst from his two machine guns, stop, then start firing again.

Prototype Final
Dk98 battleboar.png Dk battleboar.png
Prototype Final
Dk98 battleboar 2.png Dk battleboar 2.png

Lab Worker

Dk98 labworker.png

The cut Lab Worker can be found in the game’s files, but he cannot be fought since he does not appear in any levels.

His texture does not show correctly because of pallet issues, but his texture appears to look the same as it does the texture found in the final game.

Psyclaw

Dk98 psyclaw.png

The Psyclaw cannot be fought in-game, but does have a model and texture for it.

Its texture appears to be much more dull than the one used in the final game in both color and detailing. There are also odd white marks on the rear of his legs.

Prototype Final
Dk98 psyclaw.png Dk psyclaw.png
Prototype Final
Dk98 psyclaw2.png Dk psyclaw2.png

Cambot

Dk98 cambot.png

The Cambot has a completely different texture in 0.10. Its lower body is a green color with different details on it, the cameras are smaller than in the final design and have dark blue lenses.

This design appears, unused, in the final game’s files.

Prototype Final
Dk98 cambot.png Daikatanausedcambot.png
Prototype Final
Dk98 cambot2.png Daikatanausedcambotback.png

Venomvermin

Dk98 venomvermin.png

Despite not being able to be fought in the prototype, the Venomvermin has a complete model and texture. It looks the same as it does in the final game.

Track Attack

The Track Attack turret enemy only has its models in the prototype and cannot be fought.

The turret’s body uses a completely different model in 0.10. It appears to be floor-mounted instead of wall-mounted, the mount is attached below the body instead of being on it like in the final design, and the barrel housing’s rear has a rounded body in 0.10, but a squared one in the final game.

Its model is set up in a way that its various parts are in different models. The final game swaps this so that its models are in one single model file.

Prototype Final
Dk98 tatakgun.png Dk trackattack.png

Other Enemies

Models for the Laser Gatling, Inmater, Crox, Roboskeet, and Deathsphere enemies exist in the game’s files, but do not have textures. They have their final models.

Note that the Later Gatling’s models are split into three pieces instead of being in one model file, like in the final game.

Episode 2

Spider

Dk98 spider.png

Only the regular Spider can be found in this prototype. His attack animation seems to cut off early, giving the impression that he’s suddenly jerking back right after attacking.

Skeleton

Dk98 skeleton.png

The Skeleton behaves like he does in the final game, including having the same attacks.

He has two death animations in 0.10 that do not appear in the final game. The first one has him flip on his back, then die. The second one has him land on his belly. But, the second one is partially broken, as the animation ends before the Skeleton’s upper chest and head area lands on the ground.

Satyr

Dk98 satyr.png

The Satyr's skin is a slight brown-pinkish shade in 0.10, while the final game gives him a more orange skin.

He is very buggy in this prototype. His attacks never connect, even if the attack animation fully plays. When the player gets next to him, he will try to use his right hand jab attack, but the animation will reset as soon as his arm begins to move towards the player, preventing him from ever landing a hit with the attack, or at least being able to play the animation.

He has difficulty pursuing the player. It seems he will attempt to chase the player for a little bit, then will get stuck in place attempting to use his double-handed melee attack.

Prototype Final
Dk98 m satyr.png Dk m satyr.png

Griffon

Dk98 griffon.png

The Griffon enemy has a much simpler pattern in 0.10. When it spots the player, it will swoop towards the player, swipe at the player when he gets close, then fly away, then turn and attempt to charge at the player again. It does not walk on the ground.

This AI loop can break if the Griffon runs into something while beginning to loop back towards the player, such as a tower. If this happens, the Griffon will attempt to constantly make the loop without any interruptions, which prevents it from attacking the player. This makes it easy prey for the player.

The final game changes it so that the Griffon can attack the player multiple times instead of having to always fly away then charge again in order to attack. He can also land on the ground to attack faster.

Cartyd Column

Dk98 column.png

The Cartyd Column’s skin is marble colored in 0.10, while the final game uses a dark bronze color. This texture appears in a late 1997 promo video for Daikatana.

In-game, the enemy behaves like it does in the final game. However, there is a major difference in how it is fought. In 0.10, the Cartyd Column simply has a lot of hit points and any weapon can be used to kill it. The final game changes it so that the Cartyd is weak only to the Hades Hammer, with all other weapons doing no damage to it.

Prototype Final
Dk98 column.png Dk column.png
Prototype Final
Dk98 m column.png Dk m column.png
Prototype 1997 Pre-release Video
Dk98 column.png Dk 98columnvideo.png

Cyclops

Dk98 cyclops.png

The cut Cyclops enemy can be fought in this prototype. He is a fairly slow enemy that will attempt to punch the player three times when the player is in melee range. However, only the second and third hits will connect. He needs four hits to kill the player from 100% health. The player’s speed makes it easy to circle-strafe around and kill him, though.

His death animation is completely broken. When he dies, he collapses into a pile of stretched-out polygons, which is certainly not his intended death.

Cerberus

Dk98 cerberus 1.png

Cerberus uses a completely different texture in 0.10. His body appears to be made out of a grey plate-like material, with some bits being a light orange, such as his tail. His head appears to be a dog’s skull instead of a regular dog face.

The 0.10 Cerberus has a penis that was removed from the final model.

It seems the model for this enemy was completely redone between 0.10 and the final game, as his texture uses a different layout in 0.10 than it does in the final game.

He is vulnerable to every weapon type in 0.10. The final game changes it so that only the Posiedon’s Trident can harm him.

In-game, Cerberus lacks his pounce attack he has in the final game.

Prototype Final
Dk98 cerberus 1.png Dk cerberus 1.png
Prototype Final
Dk98 cerberus 2.png Dk cerberus 2.png
Prototype Final
Dk98 cerberus 3.png Dk cerberus 3.png
Prototype Final
Dk98 m cerebus.png Daikatanam cerberus.png
Prototype 1997 Pre-release Video
Dk98 cerberus 1.png Dk 98cerberusvideo.png

Other Enemies

Medusa, the Centurion, Harpy, Minotaur, and Thief have models, but do not have textures and cannot be fought. Their models appear to be the same as the ones used (or found in the game’s files, for the Minotaur, since he was cut) in the final game.

Episode 3

Buboid

Dk98 buboid.png

The Buboid’s AI is very simple compared to how he is in the final game. He cannot teleport, so all he does is slowly attempt to pursue the player.

When he is knocked down, his body does not need to be gibbed in order to truly kill him. Knocking him down plain kills him, like most of the other enemies in the game.

Fletcher

Dk98 fletcher 1.png

The Fletcher's behavior is different in 0.10. He will attempt to predict the direction the player will be moving in and try to launch an arrow in that direction. the angle is very wide, giving the player plenty of time to reverse course to avoid the arrow. The final game changes it so that he attempts to shoot an arrow straight at the player, no matter what direction the player is moving.

His arrows are a bit slower in 0.10.

But the arrow and particles that follow behind it as it flies are different. The prototype uses a light blue spark to represent his arrow, with a trail of very visible light blue dots behind it as its trail (which are the same ones used for the Poseidon Trident's trail). The final game makes his arrow an actual model and has a trail of small red dots follow behind the arrow.

Prototype Final
Dk98 fletcherfire.png Dk fletcherfire.png

Lycanthir

Dk98 lycanthir 1.png

His behavior is much simpler in 0.10 than it is in the final game. He lacks the running melee swipe he will use when he gets close to the player while running towards them and is noticeably slower as well. He will always attack with his right hand first, instead of occasionally using his left hand to hit the player first. He can still do the same two hit combo he can in the final game with the same frequency.

The player does not need to use the Silverclaw to truly kill the Lycnathir in 0.10. When he falls down, he is dead, no matter what weapon is used. His corpse does not need to be gibbed with the Silverclaw either.

This earlier design for the Lycanthir appears in several pre-release screenshots from 1998.

Prototype Final
Dk98 lycanthir 1.png Dk lycanthir 1.png
Prototype Final
Dk98 lycanthir 2.png Dk lycanthir 2.png
Prototype Pre-release Image
Dk98 lycanthir 1.png DaikatanaN ss05.jpg

Doombat

Dk98 doombat.png

The Doombat’s AI is barebones in 0.10. When he spots the player, he will fly over to the player and begin melee attacking. The behavior of moving after attacking that the final Doombat has does not exist in this prototype. He will move back after getting hit, but will immediately run back to the player.

Additionally, his movement speed is a lot slower in 0.10 than in the final game.

The 0.10 Doombat uses larger textures than the one in the final game uses. These textures are still in the final game’s files, unused.

Dwarf

Dk98 dwarf.png

The Dwarf can only run up to the player and attack the player with his axe while standing still in 0.10. His running melee attack and his ability to throw axes do not exist in this prototype.

Hellfire Paladin

Dk98 hellfire.png

The Hellfire’s AI is greatly limited in 0.10 compared to the final game. In this prototype, all he can do is slowly chase the player in order to stab them with his sword. He lacks his projectile attack entirely.

He has the same model and texture he does in the final game, but lacks the particle effects on his sword that appear when he spots the player.

Prototype Final
Dk98 hellfire.png Dk hellfire.png

Dragon

Dk98 dragon.png

The Dragon cannot be fought, but its model and texture exist in the game’s files. It looks the same as it does in the final game.

Plague Rat

Dk98 plaguerat.png

Like the Dragon, the Plague Rat’s model and texture exist in the game’s files, but it cannot be fought in-game. And, just like the Dragon, he looks the same as he does in the final game.

King Gharroth

Dk98 gharroth.png

King Gharroth has a model and texture, but cannot be fought in-game.

His model uses higher resolution textures than the model in the final game does. These textures still exist in the final game’s files, but go unused.

Dragon Egg

Dk98 degg.png

The Dragon Egg enemy from Milestone 2 has a model in this prototype, but no texture. The model appears to be the same as the one used in Milestone 2. It’s possible that they still planned on having it as an enemy at this point in development.

0.10 Milestone 2
Dk98 degg.png Dai1997dragonegg.png

Other Enemies

Nharre, Stavros, Wyndrax, the Voltanic Valkyrie, Rotworm, and the cut Wizard enemy’s models can be found in the game’s files, but they have no textures. Their models are the same as they are in the final game.

Episode 4

Black Prisoner

Dk98 bpris 1.png

The Black Prisoner can be seen and fought in the prototype thanks to some being in the leftover prison section in E4M1b.

He texture looks completely different compared to the one used in the final game. His outfit is red instead of blue, his skin is darker than the final one, the 0.10 one does not have a beard and mustache, and his body is covered with very prominent muscles that the final skin lacks.

Black Prisoners can pursue the player, but will never attack when they get within melee range. Based on debug commands that fire when they get close to the player, their AI is written so that chasing the player will always take precedence the command to attack, even if they are able to do so.

They also cannot use their ranged rock throw attack either. Because of their bugged melee AI and inability to throw rocks, they are completely harmless.

His ability to track the player will often break if the player is a good distance away from him. If the player is far enough, he tends to simply run to his left and right over and over instead of attempting to get close and attempt to attack.

Prototype Final
Dk98 bpris 1.png Daifinalblackprisonerback.png
Prototype Final
Dk98 bpris 2.png Daifinalblackprisoner.png

Female Gangster

Dk98 femalegangster 1.png

The Female Gangster uses a different skin in this prototype. She is much skimpier in this build, with her stomach area, arms, legs, buttcheeks, and some cleavage exposed. Her breasts and upper stomach are covered with a metal-like object. She has red shoulderpads, and appears to be wearing a crotchpad. She has blue hair instead of black and her face has makeup on it instead of tattoos. Her boots use a different design as well. This skin still exists in the final game’s files, but is unused.

She lacks the running melee attack she has in the final game. Her only attack is to get within melee range, stop, then swing her blades around.

Prototype Final
Dk98 femalegangster 1.png Daifemgangfinal.png
Prototype Final
Dk98 femalegangster 2.png Daifemgangfinalback.png

Rocket Gangster

Dk98 rocketguy 1.png

The Rocket Gangster’s skin is slightly different in 0.10. His mouth is parted instead of a grimace, unlike in the final game. The details on his rocket launcher have changed from metal sheets to some sort of red wires and a metal plate. This skin appears in a trailer released in late 1997.

His behavior is a bit more advanced in this prototype than it is in the final game. In 0.10, he will attempt to predict what direction the player is moving and shoot a rocket to intercept them. The rocket is fired in a way that it will hit the player after traveling for a second or two. The final game removes this behavior and makes him fire rockets right at the player.

Rockets fired by this enemy have a consistent speed in 0.10. In the final game, they start off slow, but get faster as they move. At the apex of their speed, the final’s rockets are a little faster than the speed the rockets in 0.10 are.

Prototype Final
Dk98 rocketguy 1.png Dk rocketguy 1.png
Prototype Pre-release Image
Dk98 rocketguy 1.png Katana06.jpg

Chaingun Gangster

Dk98 chaingun.png

The Chaingun Gangster looks the same as he does in the final game. He lacks the smoke effects coming from his backpack and a muzzleflash when he fires his gun, though.

Oddly, his actual rate of fire is much slower than the firing sound and animation would indicate. It seems that the 0.10 Chaingun Gangster fires about one round every two to three seconds, with some occasionally missing or the gun simply not occasionally firing. The final game gives him bursts that can do more damage than the single bullet the 0.10 Chaingun Gangster fires.

He is far more aggressive than he is in the final game. He will fire more often and seems to keep his focus on the player much more than he does in the final game. But, he does not attempt to move towards and away the player to throw off the player’s aim, like he does in the final game.

It seems his AI is set so that he will always fly. The final game lets him land and walk on the ground.

Speaking of his AI, it seems to be less bugged than it is in the final game. He will not have periods where he floats around at an angle, doing nothing, like he does in the final game.

Monkey

Dk98 monkey.png

The Monkey’s AI is very barebones in this prototype. He will only activate if the player shoots him. When activated, he will never attempt to pursue the player. Getting within melee range will make him attack, but he is otherwise docile after being woken up.

Seal Captain

Dk98 sealcaptain.png

The Seal Captain cannot be fought in the prototype, but he does have a model and texture. He looks the same as he does in the final game.

Other Enemies

Kage Mishima, the Uzi Gangster, Rocket MP, Seal Commando, Seal Girl, Shark, Chopper, Seal Diver, and Alien enemy (the latter three cut from the final game) all have models, but no textures. Their models are the same ones used in the final game.

The Rocket MP uses the default error texture used by Quake 2 when a model does not have a texture, while the others use the same temporary texture.