Game Development Reference
In-Depth Information
The Ultimate Battle of
Ultimate Destiny
The player can live. The player can die. Enemies can fight. The player can defend.
Enemies can respawn.
It has been quite a journey. You have learned about 2D games in 3D worlds.
You have learned the power of Unity and how to wield that power to produce
2D games.
Now we have reached the end. But to succeed, there must be one final challenge.
This challenge will encompass all that you have learned, all you know, and prove
that you have what it takes to save the world; or make a 2D game in Unity,
which is pretty much the same thing.
The chorus sings and the guitars play. You stand there, with your weapon
in hand. Everything depends on you and your abilities.
It's time for the final boss battle.
Meet the king
Boss battles in video games can be quite complex to develop. A postmortem was
written on Silent Hill 4 in the March 2005 issue of Game Developer magazine,
where the desire to ship the game with more boss encounters was discussed.
However, due to the complexity of these battles and their allotted budget, the
development team had to work with what they could afford and ship games
with less monstrous fear battles. If a company as massive, well-structured,
and capable as Konami will fear the boss battle, then so should you.
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