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8/22/2017

CYCOM Weekly Update #4: World 1 Boss

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Update with the new boss, new player (developer) and feedback!

New Stuff

BOSS UPDATE
The boss for the first world is almost done! Here are some GIFs of the moves it has.
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PHASE I: Dodge and Spawn RobotCreep
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PHASE II: Dodge, Spawn RobotCreep and Ground Wave Attack
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PHASE III: Dodge, Spawn RobotCreep, Ground Wave Attack and Meteor Strike
​A few things to note about the boss:
  • Model and animation are subject to change given that these are still Unity Store assets we've bought.
  • Two new mechanics are here, one familiar and one new:
    • Crack panels are in! Certain cards and enemy attacks will crack panels. You can step on them but if you leave it it will break and be unusable until it respawns. Currently has a weird ugly texture on it, we're working on getting a nice looking crack. Wait, that came out wrong...
    • Critical hitboxes! Not shown explicitly yet, but there are certain areas were the boss will take more damage. We will be playing with the animation to have the sweet spot (the head) visible for longer when it is attacking. 
A NEW CHALLENGER APPROACHES
With the boss out of the way, I'd like to announce a new member to the team! Seth will be helping me and Erick work on the software development side of things. With this the team is now 4 people! So give him a warm welcome.

Community Feedback

Last week we asked what we should focus on next, quality or quantity. After some discussion and community feedback we've decided to move forward with prioritizing quality. What does this mean. We're still going to do everything wanted to do, except instead of getting all the features and then working on polish, we'll soon switch gears to polishing and debugging everything we have right now. Which means that after the next two enemies that we have in the pipeline are finished, we won't get any content in the forms of cards and enemies until we have all the details nicely finished. What sort of polish do we mean? Well here's a few:
  • Battle Transitions
  • Round Transitions
  • Translate Movement
  • UI Update
  • Tutorial with Narration
  • And many more...

In Progress

Personally I've been working entirely on the boss. Now I'm working on his reactions to taking a lot of damage and general debugging. Here's what the rest of the team is up to:
  • Jeremy: Looking for music (interim and long term) for the game and the trailer. 
  • Erick: Working on the SpiderCreep
  • Seth: On-boarding and working on the new enemy

Next Steps

We're doing a few IRL demos in the coming weeks with people with previous game experience to test and get suggestions. As we mentioned above, we will be switching gears to quality assurance. At the same time, I will be looking into designing the software architecture for designing and building your own deck.

And that's it for this update let us know if there is anything you wanna know of have some feedback. Thanks!
- Francisco  

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  • Home
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