Thursday, 27 October 2016

Level Design Part 8 - Boss Model

Based on the original feedback I had a few goals on what to change in the boss. First is to make the weakpoint a more obvious part of his design. Next was to add more feedback to dealing damage, sounds etc.

The 1st problem with the testing version was that his weakpoint was very difficult to see, but i'm putting that down to him only splitting into 2 parts. In the final model I always planned for him to split into a lot of smaller parts that open up more. I've added the intro to the 3D viewer to show his face opening.

On the feedback side of things I have added a lot of new sounds to him based on how you hit him. A hit to the skull makes one of several ping sounds but hitting the brain makes a mix of squelches and vocal noises of pain. This really helps register that he is taking more damage from this attack.





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