Thursday, October 30, 2014
Boss Battle Analysis
I chose to analyze the Fortitudo boss battle from Bayonetta:
Fortitudo is one of the first major boss battles in this game, marking the end of Chapter IV. The player is introduced to the boss fairly early in the game and there are two "mini fights" that occur with him before the actual final battle.
Bayonetta's normal fighting mechanics are used to defeat this boss (shooting, kicking, dodging etc). However, there are times during the battle where the player needs to jump at precise moments to avoid falling into lava. There are also chances for more powerful attacks that can be activated when the corresponding buttons appear on the screen. The weak spots of Fortitudo are the jewels on each forehead.
The playable areas in the boss level itself are pretty controlled- the player has free range on most of the ground of the coliseum, but at certain points the player is limited to narrow platforms. The game mechanics lend themselves to the art because they are both pretty stylized. Bayonetta's attacks leave butterflies and colorful streaks in the air contrasting the scary and desolate landscape of the environment and the creepy angelic nature of the boss.
At the start of the battle, both dragon heads attack the player with fireballs and it's own tail. Most the attack choices are limited to dodging (which then activates Witch Time) and hitting fireballs back. At some point, Fortitudo will destroy the platform the player is standing on and there is a choice to either fight on the ground or use the magical hourglass to repair the broken platform.
Once one of the dragon heads is removed, the attack pattern changes to include lava filling the floor of the level.
When the other dragon head is removed, Fortitudo blasts the coliseum into the air and the player must fight what is left of him within a time limit (Witch Time). At this point the boss has different attacks which include ramming into the platform, shooting spikes through the floor, and shooting a giant laser beam. Once Fortitudo's health bar is depleted, the player can finish him off by pressing the corresponding buttons on the screen and a demon will come and drag him to Inferno.
Full playthrough of Fortitudo boss battle (not mine):
Fortitudo is one of the first major boss battles in this game, marking the end of Chapter IV. The player is introduced to the boss fairly early in the game and there are two "mini fights" that occur with him before the actual final battle.
Bayonetta's normal fighting mechanics are used to defeat this boss (shooting, kicking, dodging etc). However, there are times during the battle where the player needs to jump at precise moments to avoid falling into lava. There are also chances for more powerful attacks that can be activated when the corresponding buttons appear on the screen. The weak spots of Fortitudo are the jewels on each forehead.
The playable areas in the boss level itself are pretty controlled- the player has free range on most of the ground of the coliseum, but at certain points the player is limited to narrow platforms. The game mechanics lend themselves to the art because they are both pretty stylized. Bayonetta's attacks leave butterflies and colorful streaks in the air contrasting the scary and desolate landscape of the environment and the creepy angelic nature of the boss.
At the start of the battle, both dragon heads attack the player with fireballs and it's own tail. Most the attack choices are limited to dodging (which then activates Witch Time) and hitting fireballs back. At some point, Fortitudo will destroy the platform the player is standing on and there is a choice to either fight on the ground or use the magical hourglass to repair the broken platform.
Once one of the dragon heads is removed, the attack pattern changes to include lava filling the floor of the level.
When the other dragon head is removed, Fortitudo blasts the coliseum into the air and the player must fight what is left of him within a time limit (Witch Time). At this point the boss has different attacks which include ramming into the platform, shooting spikes through the floor, and shooting a giant laser beam. Once Fortitudo's health bar is depleted, the player can finish him off by pressing the corresponding buttons on the screen and a demon will come and drag him to Inferno.
The rewards for beating the boss are: watching the death scene, progressing to the next chapter, and... I think thats it?
Wednesday, October 8, 2014
Toy Obstacles
This is a simplified map of how I would want my three obstacles laid out to use with my finished toy (temporary shield). These obstacles throw projectiles and increase in difficulty.
1: introduces the player to projectiles and how they harm
2: forces player to work with the shield for a few seconds at a time
3: player has to use shield to deflect projectiles into the monster
**Throughout this the player will be able to see how the shield deflects objects and be prepared for the last obstacle
(EDIT: the shield only lasts for 5 seconds now)
1: introduces the player to projectiles and how they harm
2: forces player to work with the shield for a few seconds at a time
3: player has to use shield to deflect projectiles into the monster
**Throughout this the player will be able to see how the shield deflects objects and be prepared for the last obstacle
(EDIT: the shield only lasts for 5 seconds now)
Mall Kit Video
This is the video we made to show our modular kit. The levels are shown in this order: Christopher Pavlovski, Alec Hanson, and myself. This video was edited using Adobe Premiere
UPDATE 4/4/2018: Original owner of video may have taken it down, not sure if I have a video of my piece saved somewhere, sorry.
UPDATE 4/4/2018: Original owner of video may have taken it down, not sure if I have a video of my piece saved somewhere, sorry.
Character Design Lab
Here are the finished drawings for my Drawing for Game Art class. These designs came from silhouettes, doodles, and textures. Made with Photoshop
Sunday, October 5, 2014
Modular Mall Kit
Here are final and progress shots of the modular kit I worked on with Alec Hanson and Christopher Pavlovski. Made using Maya, Photoshop, and Unreal 4
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