forked from ohayo-jacob/takunomi-blog
22 lines
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22 lines
2.1 KiB
HTML
<p><time datetime="2021-06-12">2021-06-12</time></p>
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<p>Bit longer between updates this time. Life, you know. Still, lots of time to work on the floor. Literally. I lie on the floor in the kids bedroom, waiting for them to fall asleep, and work on KeruShoujo. Bad for the back, good for progress.</p>
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<p>Did a lot of work on making various UI stuff more elegant, but after I had another friend play the game (he played for an hour and a half, woohoo!) I had a lot of confirmations of what levels worked (most seemed to help him understand what I wanted him to understand).</p>
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<p>The most important progress though, was that I finally got started on one of the bosses I’d been planning:</p>
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<p><figure>
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<img src="https://takunomi.space/images/game1/baalianargh_guys.png" alt="" border="0">
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</figure></p>
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<p>This spirit is what I’ve called a Deep One. I still call her that, but I’m not sure it has any meaning anymore.</p>
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<p>Playing a lot of Final Fantasy XIV and Final Fantasy VII Remake these last few months helped a lot with ideas for bosses.</p>
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<p>The first idea I had was from XIV, where the bosses can get really complicated once you get to higher difficulties (Motherfucking Odin on Extreme!). I imagined a boss that switches between two modes, and you have to infuse yourself with the opposite element of the boss’s current mode to cause damage (“She’s dark, you go light”). The trick is to acquire the item that makes you light or dark. Naturally, Baalinargh is supposed to have behaviour that reflects the two modes (I’m thinking she heals others when light, and herself when dark? Something like that).</p>
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<p>Second idea was from those delicious FFVII Remake boss fights. Again, nothing original (that could be Keru Shoujo’s tagline). Multiple stages. As Baalianargh takes damage, she’ll enter new stages. So that light/dark thing could be the second stage, and then when she is down to ⅓ health, she enters her rampage mode. No more healing, no more elemental resistance, just lots of beatings.</p>
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<p>I’ve implemented it all, and, well, it seems fun. Of course, I’ll need some people to test it, but it sounds good on paper, doesn’t it?</p>
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