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Devlog
Boss Rush Hour
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Devlog
Documentation + User Guide
May 26, 2023
by
Gonburden
Release Devlog After many painstaking hours of programming, drawing, testing, bug fixing, and redesigning, here we are. Version 1.0. This is an assessed piece for a University Assignment and as such m...
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Devlog 5 - Polish
May 21, 2023
by
Gonburden
Originally (for a University Assignment) this devlog was supposed to be about UI and Polish but I had already talked about UI in the last devlog so I'll mostly focus on Polish with just a quick mentio...
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Devlog 4 - Presentation/Graphics
May 17, 2023
by
Gonburden
UI When playing games I've never entirely been a massive fan of most UI's. Most games handle them very poorly by covering a lot of screen space, looking bland, and often breaking immersion. A lot of g...
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Devlog 3 - Enemies/Interactions
May 07, 2023
by
Gonburden
Enemies enemies are a very core feature of my game, nearly all interaction with the game comes through enemies. In my planning, I have categorized enemies into two different types: Bosses and minions...
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Devlog 2 - Basic Level Boxing
April 30, 2023
by
Gonburden
Basic Level Blocking Level Blocking is creating the general structure of levels in games, it can be as simple as just placing blank white squares around the place until you have the sort of shape you...
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Devlog 1 - Player Movement
April 21, 2023
by
Gonburden
In this devlog I'll talk about the initial progress made with the project, the player movement, and player animations. Starting out, Let's talk about movement in Boss Rush Hour, or BRH for short. Move...
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Boss Rush Hour - Game Concept.
April 14, 2023
by
Gonburden
BOSS RUSH HOUR (BRH) Concept Statement In Boss Rush Hour, the player emerges out a giant test tube where they will immediately be thrust into a series of fights against increasingly difficult bosses,...
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