Hello and WELCOME back to the latest Boss 101 update for friends and fans. Thank you so much for joining us again.
WE APPRECIATE YOU!
Let’s get down into it!
So, we are basically down to little knick knacks to round things out. I recently wrote up a summary of where we are with the game. It was written to establish exactly the mindset we are using to wrap up Boss 101 and bring you our best. I’ll put a few parts of that below so YOU TOO can share some behind the scenes action.
What’s Left in Boss 101 Update
The actual amount of work is easily explained. It’s only polish. HAAAAAAAAA!!
That can mean a lot of things but mostly we are talking about taking all the systems we already have in and features we’ve already done and making sure it all works together as bug free as possible. That is really about it.
This means crash bugs obviously but it also means things I call ‘connective tissue’ between systems. This is stuff that is not TECHINCALLY a bug but SHOULD be in the game since it helps link two systems together. This can mean a UI addition, a new VFX or sound to help the player understand something. It can mean a lot of things and none of them are actually hard to do or take much time. The more we do the better off we are. The balance is stopping when it’s feature creep yet still recognizing when things are needed.
While we are avoiding feature creep things have been added. The defining choice for any add to the game at this point is “Does it help make the game experience that is ALREADY IN better?” examples - Does this UI help explain to the player a system we already have? Does this change to the guns make the combat system more versatile for all players? Etc.
The big things ahead are playthroughs and soak tests to clear out any possible day one grade A bugs. These are those things which would pop up in a typical player playthrough. This is stuff like testing guns, effects, rewards and in game progression. Kinda tedious if the truth be told but it has to be done.
The amount of time remaining is sufficiently small we are focused on shipping a high quality project. That will do more for us, for our fans purchasing Boss 101 and our future than ‘hitting a date’. Our aim is to hit a high quality bar and ideally the rest will take care of itself.
Ok – today’s inside look at the SUPER BOSS WARP GATE!
This is a little gem from when you are taking on big bad bosses near the end. Here’s the process of taking an existing art asset and re-purposing it for another use. In this case we grabbed a regular warp gate and made it SUPER!
Here’s a regular warp gate in a level – this is the player’s version
We took that one and added some note about what needed to change to make is deluxe
Here is the sample of the regular one setup for animation
And the NEW super boss warp gate getting prepped in Photoshop
Now here is the super gate prepped for animation
And finally – just a SAMPLE of the super gate in the game- you can see the massive scale! Don’t worry, you’ll see even more of it in later levels!
Boss 101 Screenshot
Lightning gun testing and tuning - FIZ-ZAP!
All right – THANK YOU AGAIN SO MUCH. Please remember to always ….
…. LIVE YOUR DREAMS!
Talk with you soon!
Boss 101 Info Roundup
Release Date: 2017
Planned Price: $9.99
Boss 101 Steam Store Page: Store.steampowered.com
Please wishlist us if you would be so kind!