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Making a Bullet Hell Game with only Boss Battles
I've been working on a Bullet Hell game focused on Boss Battles!
In this devlog, I discuss how I created the unique 'ghosting' movement mechanic used for dodging bullets, and I give insights on my design choices when developing the game's first boss.
Credits:
Dark Souls 2 Gameplay - th-cam.com/video/f2mt_N4Hiq4/w-d-xo.html
God of War Ragnarök Gameplay - th-cam.com/video/JSx8jNXzCfo/w-d-xo.html
My Games:
okay-cam.itch.io/
Timestamps:
0:00 - Intro
0:38 - Player Movement: Getting Inspiration
1:42 - Player Movement: Prototyping
3:13 - Player Movement: Final Polish
4:58 - Boss Design: Bullet Patterns
6:45 - Boss Design: Attack Windups
7:36 - Boss Design: Boring Player Behaviour
9:21 - Outro
Music (In order of appearance):
half.cool - SHARP EDGES th-cam.com/video/4yKWC2-AOIs/w-d-xo.html
Club Penguin Pizza Parlor Theme - th-cam.com/video/XRIE02v7Ri4/w-d-xo.html
Pumkin’s Pantry Gameplay Theme (From my game Pumkin’s Pantry)
HOSEHEAD Menu Theme (From my game HOSEHEAD)
Insaneintherainmusic - Tactical th-cam.com/video/7q8mdMLsnNw/w-d-xo.html
HEPHESTOS - Jubilife City Remix th-cam.com/video/DUHAGYUxY0U/w-d-xo.html
#gamedev #devlog #godot #indiegame #gamedevelopment
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