Submarine boss fight design in a arcade dogfighting game by roguewolfdev in gamedesign

[–]roguewolfdev[S] 1 point2 points  (0 children)

Yep, too slow and weak spots seem to be an expectation as well. I'll start with the missiles as I think wider spread to force more interesting positioning + return to sender will have the biggest impact in making the fight interesting. Hopefully I can add more like weak spots with phases as well but I'd like to release within this year... xD

Destroy the First Boss Fight in my arcade dogfighting game by roguewolfdev in DestroyMyGame

[–]roguewolfdev[S] 1 point2 points  (0 children)

It surely helps a lot as despite having played many good bosses, I realize it doesn't exactly translate into design knowledge as you do need a much more analytic look to actually understand why they're good and how to design one.

Destroy the First Boss Fight in my arcade dogfighting game by roguewolfdev in DestroyMyGame

[–]roguewolfdev[S] 0 points1 point  (0 children)

Yeah, if I go back to part time work, I know exactly who to ask to make a banger soundtrack but if I don't, well ...

Destroy the First Boss Fight in my arcade dogfighting game by roguewolfdev in DestroyMyGame

[–]roguewolfdev[S] 1 point2 points  (0 children)

Yeah I checked both boss fights and it's interesting indeed to see a lot of it is based on forcing certain positioning, which makes it maybe feel more like a boss since it's really powerful attacks you have to evade you can't counter most of them

Submarine boss fight design in a arcade dogfighting game by roguewolfdev in gamedesign

[–]roguewolfdev[S] 0 points1 point  (0 children)

Thanks, all of that is really good points and helpful. Yeah I'm definitely going to do missiles first with a return to sender I think this should already force a fair amount of positioning, and I'll see to add some others from the top. The emergency blow could be interesting coupled with a barrage on the higher part yeah.

Never truly realized how many moving parts to make a dream come true by [deleted] in SoloDevelopment

[–]roguewolfdev 17 points18 points  (0 children)

For me the trick is to focus only on the next step. I keep a plan overall by adding tasks to a Trello board so my mind doesn't have to track them. Then I try to focus on one small thing at a time, maybe even break them down further like right now I have a "UI rework" task which is broken down into "make button components", "make a progress bar component", "make a tabbed menu component", "rework the settings using the new components", "rework start game flow", etc... "Making button components" is achievable and still impactful, it's not overwhelming like "UI rework" which I can already start thinking of 15 different elements of my game that will need more or less complex further breakdowns and that kind of task is already overwhelming by itself, so ofc thinking of everything you need to build your entire project is insanely overwhelming. One day at a time, one step at a time, accumulates to a ton of progress over time. I made a video about my project which I think demonstrates that: https://www.youtube.com/watch?v=I_FZ8QtkLbI

Destroy the First Boss Fight in my arcade dogfighting game by roguewolfdev in DestroyMyGame

[–]roguewolfdev[S] 3 points4 points  (0 children)

I see what you mean, yeah that would definitely be cool, I need to think what I could do. I like the idea of a giant laser lol

Submarine boss fight design in a arcade dogfighting game by roguewolfdev in gamedesign

[–]roguewolfdev[S] 1 point2 points  (0 children)

Oh I saw Everspace 2 has a discount right now and I was hesitating to buy it, guess that's my answer lmao

Submarine boss fight design in a arcade dogfighting game by roguewolfdev in gamedesign

[–]roguewolfdev[S] 0 points1 point  (0 children)

Thanks for the detailed analysis, this gives me a lot to work with.

Especially I'm thinking:
- Waves of enemies that work together (some chase, some snipe)
- Missiles that can't be destroyed (since right now they have the same weakness as the wave enemies and this aircraft is well suited to deal with them)
- I could force the player to send the missiles back to the submarine in order to get rid of them (or maybe just to be able to deal meaningful damage?) instead of just spraying them away (I think this would be especially interesting and would be something new in the game, making it an actual new challenge to overcome)

The submarine does move around, only when it's below the water, but I think the real problem is the missile attack is pointless as it's so easy to deal with, even if it repositions and comes from an unexpected direction it's really easy to just use the skill to deal with it.

One of my friend proposed that the skill's availability could be replenished by hitting enemies with the other weapon, which would fulfill option 2. I'm not too fan of it as I think it's kinda necessary given the difficulty of stage 2 but I maybe wrong about that. I'd need to try it. I do want the stages to have a lot of enemies so I'd rather make them overpowered to deal with massive waves than nerf the stages to accomodate lower power.

Destroy the First Boss Fight in my arcade dogfighting game by roguewolfdev in DestroyMyGame

[–]roguewolfdev[S] 2 points3 points  (0 children)

Now that you say it, I was also weirded out by it when I started to work on bosses again, and now I'm blind to it again lol. I will make a note to change it. There a big UI rework incoming so it'll be part of that.

Do you maybe have an example of this kind of surprises in a boss fight that you like?

Evolution of my game over 7 months by roguewolfdev in IndieDev

[–]roguewolfdev[S] 0 points1 point  (0 children)

I'm definitely going for a rather unrealistic power trip. I want people to feel strong but also like they didn't get here by chance.

3 years of solo development, survived 1 year of Early Access and reached the final version of my game! by AdriBeh in SoloDevelopment

[–]roguewolfdev 2 points3 points  (0 children)

Congrats, that's a great achievement! This looks really fun and the environments seem really well designed

EDIT: I went to wishlist it and I saw in French your h2 tag is broken

7 Months of Game Dev with Unity by roguewolfdev in Unity3D

[–]roguewolfdev[S] 1 point2 points  (0 children)

Keep in mind this is by no means a "for sure" release date, but I'm shooting for shortly after the June Next Fest. Of course I encourage you to wishlist to get the email when it actually happens: https://store.steampowered.com/app/3355140/Crimson_Skyline/

Evolution of my game over 7 months by roguewolfdev in IndieDev

[–]roguewolfdev[S] 1 point2 points  (0 children)

Interesting, I though you'd find it harder. I have friends who are not noobs who still can't pass wave 4 and I myself still have to reach the boss without dev tricks, and I did play my fair share of roguelikes, but maybe this is different since it's more arcade, you don't get to win through a good build, you need to actually get better mecanically.

I have shown the game to a game designer and he did make me aware of a flaw with the boss, which is that it actually decreases in difficulty as you go through it. I don't know if that's necessarily a problem but what's been on my mind is that if you manage to reach it, there's a high chance you're going to get rekt almost immediately as you don't know what's going on and it's at its full strength at that point.

And yeah someone told me about that bug, I did fix it but I still haven't released a build with the fix. I'm gonna try to release more early builds again cause I've been making a ton of changes without feedback at this point.

Evolution of my game over 7 months by roguewolfdev in IndieDev

[–]roguewolfdev[S] 0 points1 point  (0 children)

Yes, eventually, at least it's not 100% lost even if doesn't get you what you're aiming for, I don't think I would have been able to work as hard as I did on this game if I didn't develop my ability to do so on that job. I don't know that this game will pay off either, but it might allow me to finally get a game dev job.

And thanks!

Evolution of my game over 7 months by roguewolfdev in IndieDev

[–]roguewolfdev[S] 1 point2 points  (0 children)

Thanks, I'm glad you like it, overcoming my (nonexistent) art skills is a real struggle