Broken Keyboards, Halo Inspirations, and Mini Bosses
Aaron here again, to give a little update on the game. And what better way to start that than with some visuals!
I know it’s not blatantly obvious, but recently I’ve coded the ability for bosses in the game! The way it works is that after a specified umber of enemies is defeated, one SUPER enemy will appear that is twice the size and twice as powerful as you’re average opponent. They will definitely need to be approached differently that the hordes of enemies that spawn you. as you will need to run away when things get too serious. Also, we made this infinite, so that the bosses will continually loop with different colors, (which actually follow the same color pattern as the DBZ Budokai 3 health bars), as you can see below!
Another thing that makes the game a bit more strategic that we added was health regeneration! Things used be that you had to beat as many enemies as you could before leveling up. Since leveling up, would not only boost your health, but give you full health! But now also avoiding attacks, and sneaking up on enemies instead of just going in guns blazing, you could get a little bit of extra health out of it! This was inspired by the halo games, as I loved how if you could get away from someone, instead of just sitting their with the unfair advantage, you could just get your health back and try again!
Lastly, the last “big” feature we would like to mention, is the fact of holding a button to punch has been added! It used to be someone just mashing the space bar (Which I’m surprised isn’t broken yet) to punch repeatedly. But we noticed our layers would be tired after the first round. So we added holding the space bar to save keyboards from being exterminated haha! Though, if you’re in a pinch, you can definitely get you machine gun fingers ready to save yourself n a tight squeeze.
Anyways, that concludes everything for this post, and I hope you guys are as excited for this as we are!
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