Weekly Roundup 279 - Wing 2 Boss Battle Progress Pt 1 (Patreon)
Content
Hi everyone! Hope everyone has had a great fortnight!
Time to show off the last two weeks of game dev progress:
1: What's New?
The prior week was my birthday and I decided to take a few days to relax. So this week and last week have gotten merged in in terms of progress.
The time has been spent in Unity doing both some level design and some scripting. The Idea with the boss battle is to make it a gauntlet of traps where the player gets more and more bound up (As seen in prior sketches)
Here's a screengrab of the level. It's a loooooong corridor where the player must keep progressing up.
For it I've scripted a few logics that didn't exist previously. One example here is a cascade of tentacle floor traps that trigger one after the other. Previously the traps strictly keep to a pre-set time.
Here you can see the player character moving slower. While I'm doing the logic before the art, you can see their movement transition between tiles slow right down.
I think I'm around 50%-60% done with the levels scripting and logic. I've laid out the environment and the intent is to make sure it plays from start of level to end before moving onto artwork.
The temptation is always there to work on kinky artwork before the level, but this way will reduce the overall implementation time.
Once the logic done there's a lot of artwork that's going to be needed for this level including:
Dungeon Sprites for the Bindmancer getting more bound up.
Some animated side panels to show some perils.
Artwork for the bound thief prisoner
Artwork for freeing her.
Artwork for a game-over event.
I've got my work cut out for me that's for sure!
2: What's Next?
Next week is more intensive work on the game logic to create a start to end functional experience for the level.