Gun Baron

Published March 15, 2007
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So I realized when trying to get some boss programming done that I don't like my current idea at all. Now to be completely honest, I don't like it because programming it will be a major pain.

In the Blocky Man code, having Blocky Man interact with tiles is easy, because their is a global Blocky Man object that all the tiles and entities have access to(well, that isn't exactly the case, but that is pretty close). However, the tiles and entities themselves are held in polymorphic containers, so they can't exactly access each other, aside from an entity checking if their is a tile to collide with. My current idea would require me to write a great deal of code in order to allow the entities to directly interact with tiles. This is something I really don't feel like doing, especially for a boss idea that I don't feel strongly about. I have, however, noted to myself that I need to design my tile code better next time!

So I'm thinking the boss will be like Bowser at the end of Super Mario Bros. He'll be on a bridge with a gun shooting at the player, who has to make it to the other side and press a switch. Once the player presses the switch, the boss is dropped into the pit below. Being hit by one of the bullets, or accidently jumping on the boss, will result in instant death, even with full health.

Ok, so I'll code that tomorrow, because tomorrow is the weekend and I don't really feel like working on something like this until the weekend. Hopefully I'll have it done by saturday, and than I can release a demo. The next demo of the game will be the final demo before the release of the game, because the rest of the work will just be completing menus and such.
0 likes 6 comments

Comments

DukeAtreides076
THE PRINCESS IS IN ANOTHER CASTLE!
March 15, 2007 07:40 PM
Stompy9999
I should have that as the ending scene for each level. Once you get to the end of the level, a Blocky Soldier has somehow already made it there and says:

"Good job Blocky Man! But...the Baron is on another planet."[lol]
March 15, 2007 07:46 PM
HopeDagger
Quote:So I'm thinking the boss will be like Bowser at the end of Super Mario Bros. He'll be on a bridge with a gun shooting at the player, who has to make it to the other side and press a switch. Once the player presses the switch, the boss is dropped into the pit below. Being hit by one of the bullets, or accidently jumping on the boss, will result in instant death, even with full health.


I never particularly enjoyed that boss segment in the original Mario Bros. game. It couldn't hurt to employ a more original boss segment into the game -- there's certainly no shortage of interesting possibilities out there that could make the final boss battle a memorable one. I think the last thing you want is players finishing the game and saying, "Well, that felt like Mario".
March 15, 2007 07:54 PM
Stompy9999
I suppose I'll have to think about some more. I also want to make the boss so that it can be easily placed in custom levels, and still feel like a natural part of a level.

Another idea that came to mind was that the Baron has a giant Rocket launcher. The Rockets are instant kill, however, if the player jumps on the rocket it will reverse its direction and hit the Baron. Ofcourse, the Baron would be moving around constantly, so the rocket would occasionally miss him. I think that would make for a pretty awesome boss battle.
March 15, 2007 09:20 PM
Trapper Zoid
Yikes, only one more demo to go before the release? I'd better stop stalling on the music!
March 16, 2007 03:12 PM
Stompy9999
Even after releasing the demo, it will still take me about a month to finish the rest of the game.

Actually, that reminds me that I'm going to have to finish searching for the rest of the game's sound effects.
March 16, 2007 08:57 PM
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