The Juggernaut That is….The Blue Boss Complete

So quite a few days ago I last did my post about the juggernaut of a model I wanted to build for the blue boss. I also reckoned that because the other models took a week to complete (due to only spending time on them twice a week), this one would take longer. However after spending time looking at concept art, fantasy drawing and other video game spaceships, I knew what I wanted from it and therefore spent everyday working on it since. This has led to what I think is the best one I have done, practice makes perfect after all and I am in absolute awe over it.

BlueBossModel

Its made up of three parts, the central command centre and the two tanks on each side. I really do like what I’ve done and get a Titanic type feeling from the two side units, but with ‘wings’ and a massive gun at the front. the two side units themselves are something (in my opinion) you’d see in a game like Halo after fighting away a load of enemy ships, would appear and you’d have to fight that off and a tone more smaller sized ships. Hopefully then the players will also feel this and then get DAAAAAAMN go thought there head, or something of equivalence.

I have also now implemented all the models into the game, making the next thing I have to do is play test it to check collisions, sizing, speeds and overall make sure they fit the game. This could be quite a few days work and I look forward to it. Also something I haven’t given any thought towards in a while is the bonus level, so I’m going to have to check that as well. I may put up a video at some point to show the progression and me play testing the game.

Advertisements

Blue Boss Complete! Bonus Level in place!

So this weekend has been rather productive. The blue boss level is fully in place an raring to go. This one I do believe will be rather challenging for the player but also really enjoyable. Now that the level in is place the main game is fully complete and this feels like quiet an achievement really especially after the rather annoying time trying to make that green boss and trying to make it do different things.

No though with that out of the way, the bonus level has been started on and is functioning as well. The only thing left to do is change the position of the health bars due to the fact that up until this point, each of the bosses health bars have been at the bottom of the screen and it didn’t occur to me until implementation, that in this bonus level all three health bars are on top of each other. Well once this is fixed, it’s on to sorting out the players score and health and that’s the basics of the games done. Oh I cannot wait.

I’ll post a video of the blue rounds and blue boss soon.

So I have been testing for the blue boss level and after just letting the game spawn the enemies without bothering to shot until they are all spawned. It soon occured to me that there are 110 enemies in the last waved. DAMN!!! That’s a lot of enemies, hopefully some people will be able to get to that level. But like I’ve said before, once the basic gameplay is completed, I will go play through several times to get a feel for the game but also to make sure that the numbers of everything equal out. Also adding bonuses here and there for the player to retrieve will tilt the game in their favor anyway. I do wounder though, how many are in the entire game now?

On another note I have also been thinking about the final level which will see the player face all three bosses. The idea may come across as a no win situation but the way I have been looking at it is that the player will score extra points for each hit on any boss and then if they manage to kill one of them they will receive an substantial amount f extra points, dependent on which boss they destroy.  More on this to come though as it  will be very interesting.

As Promise Gameplay Footage of Build So far

NOTE: there is no sound in the video as the game has no sound effects yet. Enjoy 😉

So here it is, some current gameplay of the game so far. As you’ll see the red and green enemies have been implemented and their bosses also.  You will also notice that the objects in the game (player,enemies, bullets etc) are just place holders made from spheres and cubes from the Unity engine, therefore everything looks rather dull and odd at the moment. This has also made the bosses very buggy as parts of them don’t detect collision as the aren’t the same part, their all just parts put together. This could be change simply but due to this only being a very early build and the objects not being the final ones I’m not too fussed. When the final models are put in all collision will be spot on.

It is also pretty obvious while the health has been fully implemented on the bosses, the player doesn’t have it fully functional because when the player losses health they stay alive (just in case you missed it that yellow bar at the start that wasn’t around for long, that was the players health haha). Another thing is there is no scoring system either, this along with the players health will be tweaked later on when the basic gameplay is there and can get a grasp of how the game flow. I may also need to re-tweak the bosses also remember, I don’t want this game to be too easy but at the same time no one likes a games that’s insanely hard.

I also noticed after playing that the greens died after one hit. They are meant to die after two hits as they will have a shield. The blue bosses will die after three or four hits due to having a better shield.

Next time I upload a video, I’ll just upload that bit that’s been changed/Added, rather than a whole gameplay through, as they could just get longer and longer.

Green Boss and Beyond

So the past few weeks has been about implementing the green boss, which if you don’t remember from the the last post, is to be made up of three shuttles and at after you take off a certain amount of health they’ll split up and attack separately. Once one is destroyed the remainder will join together until you take more health. A this point the last two will split and attack separately until you kill one. Now your down to the last one you just need to destroy it to kill the boss entirely. As I put it, the idea sounds similar to the idea of the megazord of the power rangers haha.

Anyway, I found this to be very hard and it never seemed to work in the way I imagined it to. After a long time fighting to get this to work, I have decided to have it just be one whole unit. Yes this seems like I’m being defeated but the idea isn’t being completely knocked on the head, instead it’s being put on the side until the game’s in further development and I have had more time to look at the idea. Another thing I think which is holding it back is the AI was awful so, better practice with AI and maybe it’ll work.

Well with all that aside, the green boss is completely implemented and ready for action. Next stop the blue’s. 

Actually already underway, the blue enemies are done and I am jut starting on their boss as of writing this. I’ve had a few ideas of what to do for this guy and hopefully turn into something good. For the basic look of this boss, just like the rest I have been looking around online looking at images of spaceships to try and get a feel for what I want this one to look like. Obviously it won’t be what it ultimately will look like at the end, instead it’s just to design a placeholder which has a feel for what I want it to look like later on. 

I am also tweaking some the bugs from the start of the game up to the green boss ready for a build and run test. Once done I will make a video and post it up.