We've been focusing hard over the last 2 weeks to visually unite the creature progression design with it's animation behaviour... so here's a little more input so you all can have a wee glimpse into our minds!
The main consideration was how to show progression in difficulty for non-melee types. The hardest version of the Road Runner for example is harder to catch and therefore our progression is visually interpreted in 'Flamboyancy' and not 'Armour' like the Hopper which as a classic standard melee type.
In showing our creature progression plan to the wider team at 'show and tell' today - James' summary to us in discussion afterwards perfectly depicted our thinking behind our work and what we aim to achieve.
PS. I hope he doesn't mind this....but I couldn't have explained it much better myself.
For me, it's obvious that "power" progression of a creature should reflect the essence of the creature rather than simply be bolting on more armour. (We may still increase their armour in the creatures stats, but this doesn't need to always be reflected visually.) Clearly the roadrunner can't simply get faster and faster, but visually it's "power" reflects the nature of it's speed. The hopper reflects it's toughness and armour. I think this is a good direction and something we should replicate across the different creatures we've designed. So progression progresses the nature of the creature.