Tuesday 1 October 2013

Dissection

Recently I've been working on producing the base of the spider boss whilst partaking in Mark's efforts in sound design. So far what I've managed to produce looks a little something like this:

These of course would be pieced together but I wanted to show the way we intend to construct this metal monstrosity. Each arm would be an individual actor, as would his main body. this means he could rotate to follow Voodude around the map easily enough. Any rotation can be set from the image's centre because all the actors will be drawn relative to the scale of the actual map. Each arm will be easy to animate because I'd only need to do it once, then it's just a matter of duplicating the actors with code.
With these images up it is also easier to comprehend my earlier comments about the boss making cameos. The first time he appears only one of his arms would be attached and he could attack the player in a basic motion then leave. On his next assault he has two arms available to make things more complicated under the player finally collects enough souls to encourage his final form (refrained from making a Dragonball Z reference). From this point onwards the boss would be the only thing on-screen and upon his defeat the player wins the game.

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