Now, for that new boss prototype I mentioned earlier! Teddy has put together something quickly with the help of some very basic placeholder art from Fred: They will not be as frequent as the others though, so I’m only making two different sizes for these!įor the foundation of the rooms, I’ll be using one of the math caves as a base:Īnd then, since these rooms will almost always lead back outside, I made a special exit that show the outside rather than darkness: We’re not yet sure when this mode/challenge will unlock, or when we’ll get to finish it, but the foundation is there now anyway! How do you guys feel about it? Excited for some more randomized factor in Arcadia, or do you think you’ll stick to the regular mode?Ĭontinuing with the Arcade Mode intermission, it’s time to make some more of those rooms! To spice things up a bit in the desert floor(s), we’ll be having some cave rooms as well as those outdoor ones. Upon completing a floor you’ll get to choose from three upgrades as well, giving you some options on how to proceed with your build (keep in mind the graphics are still placeholder, we’ll come up with some fancier way of illustrating this): Specifically, this means when doing this challenge thing, you won’t level up normally, but you’ll get your skills and upgrades through chests and as drops from enemies: Our most recent idea is to go with the theme of eyes that has been quite prominent in the ghost world so far, and use some sort of giant eye as a boss – more on that later after we got some prototypes up and running!īecause Teddy has been having some bonus time while he’s waiting for graphics, he’s been starting work on some Arcade Mode stuff specifically a new type of challenge (or mode if you will) where everything is more randomized! So, because of this, we’ll start looking into a different type of boss, something that has more of a pattern since there will be enough bullet hell-y elements as is in this dungeon. The reason behind this is that we simply didn’t feel too excited about the attacks and patterns we’d come up with for the boss, and we kind of felt like something completely different might fit better gameplay wise. However, after a lot of discussions back and forth we’ve decided to try out new ideas for the second boss battle. Our original idea for the ghost ship was for you to battle the Captain two times, where the second encounter would be harder and more bullet hell-y as he’d be using some high tech equipment found on the ship. Now, last week was quite interesting in terms of game design discussions. Hello guys! This post is one day late due to the easter holidays, so apologies for that.
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