Friday, November 13, 2015

Day 82: Not Enough Boss Phases

Today was spent wrapping up the phases on Boss Sauger. I managed to use the coroutines yet again to establish a flashing color for the charge; that way, the boss can telegraph its charge forward. The tricky part was to make the coroutine a data-driven time scale, so it would stop right before the charge phase actually ended:


As for the other two phases, it was fairly straightforward - the last phase required a new bullet type, as the bullets curved toward the left edge of the screen by way of a left-oriented gravitational acceleration. As for the shots that came out of the top and bottom, I devised a series of locations in a set of children for each side of Sauger.



And that's it for the visual progress; I've been attaching plenty of sounds to the game to give it a bit of flavor, so one can imagine these screens with plenty of fancy sound effects attached to it.

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