Hi everyone, I've been working on this for the past 4 months, and figure the game has gotten close to the point where I should do a Dev Log. Thanks for reading.
Boss Master
What is it?In a nutshell, Boss Master is a game where you construct a boss out of hull parts and weapons, then have to fight through waves of enemies. Instead of having to do dodge through bullet hell, you create the bullet hell.
I really wanted to make a game that will take advantage of the iPad's large multitouch screen, and provide an experience that would only be possible on the iPad. Therefore, the game is fully multitouch, and you can use various gestures to control the game. For instance, you can control two turrets at the same time by using a twist gesture with each hand.
Right now the design is still somewhat in the air. For sure, there will be very smart AI Ships that will take the place of the usual role the player plays in normal Shmups. However, I'm going to experiment with adding waves of easy to shoot cannon fodder, since dealing with AI ships that can expertly dodge you bullets, all the time, can get a bit frustrating.
There will also be a two player mode, where one person can control the boss on one end of the iPad, and another person can control the fighter at the other.
Post-release, I may add an endless boss fight mode, where you can fight through bosses other players have created and uploaded.
Who is working on it?Simon Besombes - Artist, doing boss parts and weapons -
http://simonbesombes.blogspot.com/Mikael Olsson - Artist, doing AI Fighter/Enemies, powerups, and weapons -
http://www.mickeolsson.se/content/3dart.htmTapani Siirtola - Music, did music track for game.
www.soundreel.comThe next two people working on it have day jobs with contracts, so I'm going to use fake names for them.
Love Kebab - Sound Design, doing sound effects and sound mastering.
Comrade Citizen - UI Design, doing 2D graphics for UI and menu.
Me, I don't have a website because I'm a hermit.
What is currently done?Not much is done at a 100% level of completion, but there are thing that are mostly complete.
Boss Editor
The player can buy parts from a tray, drag them out, and attach them to the boss. The player can also detach parts and move them to another place on the boss, or through the in the trash.
Saving, the boss that is created by the player is saved to the iPad fairly efficently, and it creates a screen shot of the boss, which can be used by the player to load previously created boss for 2 player mode.
Gameplay
AI Fighter
The general AI framework for the AI is done. The AI uses a behavior tree to make decisions about what to do next. Right now I only have single behavior tree, which represents the smartest possible AI. In the future, there will be different behavior trees, so I can give the AI different personalities, and scale the difficulty.
Sensors have been created to help the AI dodge bullets, and the AI can also project bullets positions into the future to make sure he doesn't collide with them next frame. Right now the AI is almost too good at dodging bullets, but I can scale that back.
Weapons/Bullets
I've created an efficient way of dealing with tons of bullets, and have a framework that should allow me to be fairly flexible with creating bullet patterns.
Upgradable weapon framework is also done. The AI fighter uses this to upgrade his weapon after grabbing a powerup. The Boss weapons will use this in the future to upgrade after the boss falls under a certain amount of health( the Boss's weapons become more powerful the less health he has ).
Powerups are done, when a part of the boss is destroyed, the boss will drop one.
Todo in the near futureAdd scrolling to weapon part and hull part trays in the boss editor.
Add a "flip" button to the boss editor, which will let the player mirror a piece. Flipping currently works, but it messes with the normals.
Optimize Normal+Spec shader.
Debug Diffuse+Spec shader, since it isn't lighting correctly.
Finish integrating final boss hull part meshes into the game.
Finish refactoring editor code.
ScreenshotsThe hull set, what I'm currently working on integrating.
Older screenshot of gameplay, with Logo, ignore the thumb pad at the bottom, it was a failed experiment.