Daily Archives: March 3, 2018

Sprint 6 – Beta

So this week have been quite a calm week for me as I did not have all to much to work with. Basically, my main focus this week have been on the Beta presentation, and what to present. Since we have come really far with our game and got really good feedback fro, the last playtesting, and since we are basically done with our game, there is some highlights that I want to present and explain during the Beta presentation, […]

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Program: Game Design

Sprint 6 – Beta

So this week have been quite a calm week for me as I did not have all to much to work with. Basically, my main focus this week have been on the Beta presentation, and what to present. Since we have come really far with our game and got really good feedback fro, the last playtesting, and since we are basically done with our game, there is some highlights that I want to present and explain during the Beta presentation, […]

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Program: Game Design

Boss design

This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]

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Program: Programming

Boss design

This week I will be writing about the design of the boss in our game and how we can make a large boss that moves in an interesting way while still being easy to draw.
We wanted the boss to be huge, to stay true to the game concept. But trying to make the boss as one big sprite would make it tedious for the artists to draw and animate. That’s when i got some inspiration from one of the bosses of […]

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Program: Programming

Blog 4: Making a boss fight with a feeling

Now that we are nearing the last weeks of the project means that we are on the final parts of our games and in our case the only thing left, except for balancing and testing that is, is our boss fight. In our game we chose to have the boss being sort of attack-able, a change we thought would be a bit better since in the original concept the player can only run and dodge. At first we had planned […]

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Program: Game Design

Blog 4: Making a boss fight with a feeling

Now that we are nearing the last weeks of the project means that we are on the final parts of our games and in our case the only thing left, except for balancing and testing that is, is our boss fight. In our game we chose to have the boss being sort of attack-able, a change we thought would be a bit better since in the original concept the player can only run and dodge. At first we had planned […]

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Program: Game Design