Game Development Update #3
|
Welcome back my beloved followers in search of entertainment and knowledge! Get to it Teddy! Tell us what you’ve been fiddling with this week. One of the most discussed assets this week has been the game’s boss. Early on in pre-production we felt that we wanted a boss in the game. During our alpha presentation we also expressed our commitment in having a functional, challenging and meaningful boss in the game. Despite our ambitious plans we finally came to the conclusion that the boss had to be cut. We had a vision on how we wanted the boss to utilise the rebirth mechanic as the player did. The boss would’ve had almost identical health orbs as the player to effectively make use of the player’s ability to see connections and patterns. The health orbs would’ve been the indicators of the boss’ health as well as where the player should attack. This genuinely sounds neat, why did you cut the boss? So what did you do when you lost the boss? Another more simple approach to the problem was to simply implement a high score counter. This counter would award points based on completion time, kills, powers absorbed etcetera. This feature could of course co-exist with the other feature but here it was thought as a part of an endless game where only a permanent death would trigger the end state of the game. A third and final solution to this dilemma involved tying the end together with the introduction of the game. The game would begin with teaching the player how to absorb powers and making sure they have it equipped. This would be done by introducing a basic elemental enemy on its own which would equip the player with a power upon being defeated. The next step would be to have the player getting overwhelmed by a large number of enemies to make sure the player dies and teaches him/her that death isn’t the end. The player will get an increase in power and the remaining enemies will scatter. In the later stages of the game they will return but by then the player will be better equiped and more skilled to deal with what will be a wave based end challenge. These enemies need to compromise of the already implemented enemies but to make them stand out they need to be slightly altered in terms of appearance. They need to easily signal the player that they’re the ones from the first stage of the game. ![]() Summary. Thank you all for following me on yet another week of fascinating and absurd ideas. I wish you all had a pleasant read and please stay tuned for the coming weeks’ madness as we’re crawling toward GOLD status. See you all next week! Sincerely,
|
