ACCOMPLISHED:
I finished Suni's death animation. Made it as creepy as possible. I'd like to make some alternate deaths for when she lands on spikes or drowns, but I think Russell and Cristine need me to get other stuff done first.
I created a fairly cool level design for the Palace level. I would really like to create one final boss level. Something that brings everything together and puts the players skills to the final test. Hopefully we'll be able to put a cool final boss level in.
I created a design for a special chasing guard (who I would re-use as the final boss). I was very clear to ask Sarah if we could have a chaser. I even specifically asked her if it would be too hard because of the chekpoints and how the game has to reset when you die. I know they'd had problems with resetting states before, so I wanted to make sure that we could include this guy before I did the work for him. She told me that we could have him in.
But unfortunately, after I did the work, she tells me that we can't have him. She says that it's just to hard to have a constant chaser because of how their checkpoints and resetting states after you die works. So we're not having this guy as a constant chaser. This was a little frustrating to me because I had specifically asked her if that exact thing would be an issue and she said no. Oh well, hopefully we can still use him as a final boss.
QUALITY:
The death animation is my favorite of all the animations we've done so far. Cristine absolutely loved Baghead's character design (the constant chaser and the final boss).
EXTRA:
I didn't get the chance to do much extra this sprint. I spent most of Spring Break catching up on all my other classes that I've been neglecting because of this game. But I guess you could count Baghead as extra since we're not using him (unless we end up having a final boss level).
EXAMPLES:
NEXT:
Suni's attack animation (for stunning the guards). A level design for the final boss level.
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