We're almost done! but I want the boss fight to be as perfect as I can get it without external testing so that your feedback is more valuable to us (if that makes sense). If I'm still getting issues internally I want to do my best to squash them all, then any feedback you guys give us will be focused more on critiques towards the fight itself and ways we can improve it for a player with fresh eyes on the fight, as my main concern is with unfair boss fight cues as I already know what's coming, but will a new player? I don't want to teach a new boss fight mechanic with immediate damage to the player's health, if you fail you should have had ample chance to learn about that mechanic first via a telegraph.
I've tried to predict some of these issues in advance to help. For example, the mops enter the stage and you have to jump over them. When I call them to the stage I must specify a side and then alternate them. So let's say I pick to spawn the mops to the left side of the stage when they first appear, but the player is standing on the far left of the stage? The player is now directly in the spawn zone and is unfairly damaged as a result. So we changed the mop code to detect the side the player is standing on and to spawn on the opposite side first, then alternate, giving the player plenty of time to react.
I'll be making a video vlog soon with more information on this entire process :)
Barnaby and fanto
2023-11-24 10:14:05 +0000 UTCLiamBull1996
2020-06-22 13:01:17 +0000 UTCDaniel J. McLean
2020-06-22 13:00:34 +0000 UTC